maprot explained

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3520 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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ac_stef
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Setting Up a Server</title>
<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
<link rel="shortcut icon" href="pics/favicon.ico" />
<link rel="stylesheet" href="styles/cubedoc.css" />
</head>
<body>
<div id="main">
<div id="logo">
<img src="pics/head.gif" alt="AssaultCube logo" />
</div>
<div id="title">
<h1>
AssaultCube: Setting Up a Server</h1>
</div>
<div id="content">
<h1>
Setting up a Server
</h1>
<h2>
The AssaultCube Server</h2>
<p>
Dedicated servers run in the shell only (no graphics), with increased priority yet
use very little cpu time and memory, so you can run one in the background, or at
the same time with a client if you want to host a game. Server port is fixed at
<b>28763</b>, with <b>28764</b> being used for the server info requests (both UDP).
See the <a href="getstarted.html" shape="rect">Get Started Guide</a> to find out
how to join a server.
</p>
<h2>
Main Configuration</h2>
<p>
The AssaultCube server is mainly configured using command line options set in the
server script <i>assaultcube_server.bat</i> on windows or <i>assaultcube_server.sh</i>
on linux.
</p>
<div class="code">
bin_win32\ac_server.exe -c8 -n"My AC Server"
<head>
<title>
Setting Up a Server
</title>
<meta http-equiv="content-type" content="application/xhtml+xml; charset=utf-8" />
<link rel="shortcut icon" href="pics/favicon.ico" />
<link rel="stylesheet" href="styles/cubedoc.css" type="text/css" />
</head>
<body>
<div id="main">
<div id="logo">
<img src="pics/head.gif" alt="AssaultCube logo" />
</div>
<p>
Possible command line options can be obtained from the <a href="commandline.html"
shape="rect">command-line section</a> of this documentation. Run the script
to start the server.
</p>
<h2 id="maprotation">
Maprotation</h2>
<p>
In the maprotation file specified on the command line (default: <i>config/maprot.cfg</i>),
you can specify the map, mode, time and voting for your server. Each line defines
one round. Example:
</p>
<pre xml:space="preserve">
<div id="title">
<h1>
AssaultCube: Setting Up a Server
</h1>
</div>
<div id="content">
<h1>
Setting up a Server
</h1>
<h2>
The AssaultCube Server
</h2>
<p>
Dedicated servers run in the shell only (no graphics), with increased priority
yet use very little cpu time and memory, so you can run one in the background,
or at the same time with a client if you want to host a game. Server port is
fixed at <b>28763</b>, with <b>28764</b> being used for the server info
requests (both UDP). See the <a href="getstarted.html" shape="rect">Get Started
Guide</a> to find out how to join a server.
</p>
<h2>
Main Configuration
</h2>
<p>
The AssaultCube server is mainly configured using command line options set in
the server script <i>assaultcube_server.bat</i> on windows or
<i>assaultcube_server.sh</i> on linux.
</p>
<div class="code">
bin_win32\ac_server.exe -c8 -n"My AC Server"
</div>
<p>
Possible command line options can be obtained from the <a href=
"commandline.html" shape="rect">command-line section</a> of this documentation.
Run the script to start the server.
</p>
<h2 id="maprotation">
Maprotation
</h2>
<p>
In the maprotation file specified on the command line (default:
<i>config/maprot.cfg</i>), you can specify the map, mode, time and voting for
your server. Each line defines one round.
</p>
<table>
<tr>
<td width="120" style="text-align: center;">
map
</td>
<td>
Map filename without extension. Do only use standard maps and maps from
your packages/maps/servermaps folder.
</td>
</tr>
<tr>
<td style="text-align: center;">
mode
</td>
<td>
Game mode number. One of: Team Deathmatch (0), Deathmatch (2), Pistol
Frenzy (6), Capture the Flag (5), Hunt the Flag (13), Keep the Flag
(15), Team Keep the Flag (14), Team Survivor (4), Survivor (3), Last
Swiss Standing (9), One Shot One Kill (10), Team One Shot One Kill (11)
</td>
</tr>
<tr>
<td style="text-align: center;">
time
</td>
<td>
Game time in minutes. Usually 15 minutes for flag modes, 10 minutes for
all other modes.
</td>
</tr>
<tr>
<td style="text-align: center;">
vote
</td>
<td>
1: allow players to vote for other maps, 0: only admin can change the
map
</td>
</tr>
<tr>
<td style="text-align: center;">
minplayer
</td>
<td>
If specified, the server will skip the map, if fewer than required
players are connected at time of game start.
</td>
</tr>
<tr>
<td style="text-align: center;">
maxplayer
</td>
<td>
If specified, the server will skip the map, if more than allowed
players are connected at time of game start.
</td>
</tr>
</table>
<p>
Minplayer and maxplayer numbers are only checked when a new game is picked from
the map rotation. If the player number changes during gameplay, no action will
be taken.
</p>
<p>
Example:
</p>
<pre xml:space="preserve">
// server side maprotations
// WARNING: You can NOT use CubeScript in there
// use the following scheme:
// map:mode:time:allowVote
// Use the following scheme...
// map:mode:time:allowVote[:minplayer[:maxplayer]]
// map will be skipped, if minplayer/maxplayer requirements are failed
// tdm
ac_complex:0:10:1
@@ -66,57 +139,69 @@
// ctf
ac_mines:5:10:1
ac_depot:5:10:1
</pre>
<p>
The first line, <span class="code">ac_complex:0:10:1</span>, means, the map <i>ac_complex</i>
is played in mode 0 (Team Deathmatch) for 10 minutes. The connected players are
allowed to vote.
</p>
<h1>
Administration</h1>
<h2>
Cheating</h2>
<p>
Cheating is a problem that can't be solved entirely. AssaultCube is opensource,
so everyone that knows how to compile it can easily modify the source to do whatever
he wants, thats the problem of opensource games. The fact that the whole game logic
is client-side, to save a lot bandwith, makes it even easier to cheat. There is
no way to avoid this abuse.
</p>
<h2 id="serveradmin">
Server Admin</h2>
<p>
There is a client role a player can claim called <i>admin</i>. It can be claimed
by the real owner of a server to take control over what is happening when they are
present. Claiming admin state requires a password that matches the server configuration.
</p>
<p>
Related commands:
</p>
<ul>
<li><a href="reference.xml#identifier_setadmin" shape="rect">setadmin</a> - become admin
on a server </li>
<li><a href="reference.xml#identifier_connectadmin" shape="rect">connectadmin</a> -
connect to a server and become admin </li>
<li><a href="reference.xml#identifier_giveadmin" shape="rect">giveadmin</a> - gives
the master state to a player </li>
</ul>
<p>
Use the <span class="code">setadmin</span> command to claim admin if you are already
connected to a sever. However if you are locked out of your own server because you
are banned, master mode is private or because all client slots are taken, you can
use the <span class="code">connectadmin</span> command to get control back though.
If you want to leave the server in the hands of a certain player <span class="code">
giveadmin</span> can be used to give control to a honest player.
</p>
<p>
The admin password is configured using the <a href="startup.html" shape="rect">-x command-line
option</a>.
</p>
</pre>
<p>
The first line, <span class="code">ac_complex:0:10:1</span>, means, the map
<i>ac_complex</i> is played in mode 0 (Team Deathmatch) for 10 minutes. The
connected players are allowed to vote.
</p>
<h1>
Administration
</h1>
<h2>
Cheating
</h2>
<p>
Cheating is a problem that can't be solved entirely. AssaultCube is opensource,
so everyone that knows how to compile it can easily modify the source to do
whatever he wants, thats the problem of opensource games. The fact that the
whole game logic is client-side, to save a lot bandwith, makes it even easier
to cheat. There is no way to avoid this abuse.
</p>
<h2 id="serveradmin">
Server Admin
</h2>
<p>
There is a client role a player can claim called <i>admin</i>. It can be
claimed by the real owner of a server to take control over what is happening
when they are present. Claiming admin state requires a password that matches
the server configuration.
</p>
<p>
Related commands:
</p>
<ul>
<li>
<a href="reference.xml#identifier_setadmin" shape="rect">setadmin</a> -
become admin on a server
</li>
<li>
<a href="reference.xml#identifier_connectadmin" shape=
"rect">connectadmin</a> - connect to a server and become admin
</li>
<li>
<a href="reference.xml#identifier_giveadmin" shape="rect">giveadmin</a> -
gives the master state to a player
</li>
</ul>
<p>
Use the <span class="code">setadmin</span> command to claim admin if you are
already connected to a sever. However if you are locked out of your own server
because you are banned, master mode is private or because all client slots are
taken, you can use the <span class="code">connectadmin</span> command to get
control back though. If you want to leave the server in the hands of a certain
player <span class="code">giveadmin</span> can be used to give control to a
honest player.
</p>
<p>
The admin password is configured using the <a href="startup.html" shape=
"rect">-x command-line option</a>.
</p>
</div>
<div id="footer">
Rabid Viper Productions 2008/03/07
</div>
</div>
<div id="footer">
Rabid Viper Productions 2008/03/07
</div>
</div>
</body>
</html>
</body>
</html>