UTF 10 can be administered and configured while running. Directly issuing commands to it during runtime can be done by the following means:
Since UTF 10B, arbitrary commands can be sent to the server without logging in. You have to write a long command line as if you wanted to manually open the server location, use your admin password, and add the parameter '?Command=...' to the line.
Example:
open 192.168.202.11?password=boss?Command=skip
Above command will NOT let you enter the server, but instead the server will execute the command 'skip' to end the current map. There are a few things to be aware of issuing commands this way:
Before you can use the ingame admin menu, you have to login as admin, use the command "alogin" the menu's ADMIN LOGIN button (see player commands if in doubt).
The admin menu was created as a convenience. You can not alter every and all
settings on a server, that's what the advanced options and console commands
are for, however some commands are prone to typos and other failures or just
make themselves good as menu, so there you go
Admin Menu - Entrance | |
---|---|
Button | Effect |
SKIP | Immediately ends the current game and skips to the next map (identical with command "skip"). |
SWITCHLEVEL | Switchlevel is probably one of the most used standard admin commands in normal Unreal. In the UTF menu, this button brings up the SWITCHLEVEL submenu (see below). |
LOADMAP | Brings up the LOADMAP menu, while similar sounding to SWITCHLEVEL, the technical implications are extreme as you will see when you read on to the submenus below... |
GAME MODES | Brings up the Game-Mode submenu (see below), basically lets you change DM/Team and switching GameType scaled mutators on/off. That goes for non-standard Mutators registered through the UTF API as well. |
MUTATORS | Brings up the Mutators menu, where you can enable/disable all standard UTF mutators and custom mutators registered through the UTF API. |
You may notice 2 white text lines left of some admin menues, or in some cases even during normal game-play. These inform you about how far the current amount of data has been transmitted between your computer and the server. While a transmission is in progress, buttons which trigger other transmission will NOT respond when clicked. If you exit all menues during transmission, the transmission will continue while you can continue to play (not recommended, you will likely LAG) and once it is done, pressing your menu key will bring up the menu which would normally have been brought up after the transmission completes. Local transmissions are instantaniously in which case the transmission display will simply show zeros.
This menu brings a menu listing all maps that are in your normal rotation, click on any to switch to that map immediately. This feature is not compatible to WFlexMap, you will get whatever maps are in your normal maplist, not the "flex" one. The maplist, once transmitted to your client, will be buffered, so the next time you hit the button and the map has NOT yet changed, the menu appears immediately rather than waiting for transmission.
Identical to SWITCHLEVEL in functionality, however it lists all maps you have installed and set up to be displayed here. Transmission of the maplist can take very long depending on the number of maps you have installed and set up. The list is also buffered and the 2nd time the menu is accessed WITHOUT the map having changed you will see it immediately.
IMPORTANT: This menu will be BLANK at first! To make it functional, you must issue a MAPFILES command first and give it the right parameters, please refer to the admin console commands later on this page!
Exemplary, I included the transmission display in this screenshot just so you could see once how it might look...
The game mode menu allows you to switch between installed main game modes and switch game-mode-scale mutators on and off. In the advanced options, all mutators are listed under "Mutators" (because they are all stored at the same configuration space), but in the in-game menues, I decided that differenciating "game-mode-scale" (large) mutators from "small" add in mutators to be useful.
Consider that "DarkMatch" and "King Of The Hill" used to be game-modes in original Unreal, which have been transmutated into a mutator in UTF, then this differentiation makes sense.
Hit a game mode to immediately restart the map with the new game mode, or switch on/off a game-mode-scale mutator then switch maps yourself. The displayed game-modes and game-mode-scale mutators may vary with installed gamebridges and mods so if your menu looks different that may just be normal.
NOTE: If you start the COOP game mode, the map will switch to whatever starting map is defined in the 'StartMap' setting of coop. Normally that will be 'Vortex2', the map where the single player story starts...
A very simple and convenient menu to turn mutators on and off. A mapswitch is alsways required for the new settings to take effect.
NOTE: Administration commands marked with an asterix
(*) require you to
type the word admin before the actual command.
Command | Effect |
---|---|
addbots [arg1] (*) |
The normal addbots command no longer works. This admin version
can take a number or a name as [arg1]. If [arg1] is a number, the specified
number of bots will join the game (provided it is allowed by team sizes etc...) Should [arg1] be a name, the configured bot with the given name will join the game if the name is found. A partial name does it also, 'nte' will summon the bot named 'Dante' for example, 'r' will summon whatever bot with the letter 'r in the name is found first. NOTE: To remove bots again, please use the command removebots. You could use killall bots or even kick them but that is not recommended. |
adminpw [oldpassword] [newpassword] (*) |
Sets a new master administration password for your server.
Effective immediately, so be careful of spelling because it
is case-sensitive. Can't be left blank! You MUST specify the old master administration password to change it, that is to prevent the individual admins to change the master password. |
atrace | DEBUG function - starts a trace from your current location to where you point to and yields the trace result. Also scans the area for all actors and tells you which are near you. Meant for debugging 'invisble actor' issues in maps, or 'can't pickup this thing' kind of problems... |
botteam [num] (*) |
Teamgames only: Puts all bots in the given team, where
0=Red, 1=blue, 2=green, 3=gold/yollow.
If the team switch is not possible for one or more bots, these bots will just remain where they are. |
chris [num] (*) |
This command let's you change the current tournament mode, where [num] is the mode to change to. Just enter no number to see which modes exist and the current setting. Read the history file to learn why the function is named chris. |
clean255 (*) |
Obsolete: This is a security function which is automatically
executed after each player login or bot-join. It should never be
needed for an admin to execute it himself. What it does is simply removes player from non-existent teams (admins can be on non-existent teams though). |
friendlyfire [percentage] (*) |
Teamgames only: Sets the friendly fire scale in teamgames. Percentage is given as a float value usually between 0 and 1 (see also settings page). |
game [name] (*) |
Leave blank to get a listing of supported game names.
Then just repeat the command and add the game name you
want to switch to. Example: admin game team Available game types vary with UTeamFix version and installed mods. |
gamepw [password] (*) |
Immediately sets a game-password and thereby locks the server
towards everyone without either administration or game password. Leave blank to clear the game password and reopen the server to the public. |
getgamepw (*) |
Displays the current game-password to all (forgetful) admins. |
giveitem [id] [classname] (*) |
Tries to give the player with id [id] an instance of class [classname]. Will add to existing items if player already has an instance of [classname]. NOT MUTATOR PROOF! USE 'SUMMON' IF YOU ARE IN DOUBT! |
getip [id] (*) |
Displays the IP address of the indicated player to admins. |
kickid [id] (*) |
Kicks the player identified by [id]. Kicked players who rejoin the server will NOT have their score recovered! |
killid [id] (*) |
Kills the player (unless nonexistent or invulnerable at the moment). Can be used as "punishment" or "teaching" method to llamas before they land on the ban list. |
ktban [id] [time] (*) |
Bans the indicated player for [time] number of map changes. It may take one network timeout period before the player has visibly LEFT the game but the kickban is immediate. |
ktbanshow (*) |
Lists the currently temporary bans. |
ktunban [num] (*) |
Removes the temporary ban at spot [num] from the temporary ban list. Use ktbanshow to see who is on it. |
makeadmin [id] [yesno] (*) |
Gives [id] admin rights or takes them away depending on the [yesno] parameter which is 0=no, 1=yes |
mapfiles [arg1] [arg2] (*) |
The mapfiles command enables (or disables) the load map menu
(see above). In order to display any map as loadable on the associated
admin menu, this command has to be invoked at least ONCE, so the maplist
is created. When you install or uninstall a map, you will have to redo the
procedure to update the list accordingly. [arg1] can be CREATE or CLEAR. The latter instructs UTF to disable the maplist and delete all entries from it, leaving it at the state UTF first came in. The LOADMAP menu will show a blank screen then. CREATEing a map list will require you to issue [arg2] as well. Argument 2 will be the mapfile pattern the engine looks for. If you leave it blank, the engine will just grab ALL files. For normal Unreal servers, [arg2] should be "DM", for Infiltration servers, consider "Inf". Examples: mapfiles create dm Will generate a list with all maps starting with "DM" (not case-sensitive). mapfiles create inf Will generate a list with all maps starting with "Inf" (not case-sensitive). The maplist will be alphabetically sorted. Depending on your [arg2] and the number of installed maps on your server, the mapfiles list creation procedure can take up quite some time, during which players may lag out and the server may become temporarily inavailable completely until the procedure is finished. You are advised to create maplists only when no one is playing on the server. You may also create your LOAD MAP list manually, for example if you only want a few additional maps listed - or if you are using mapvote and want to add the extra map feature. Read more about that here. |
markactors [classname] (*) |
This is a debug function which can also help mappers. When a
valid classname is entered, a small marker will be created on each
making them visible, example: admin markactors engine.navigationpoint Be aware though, that if the actor being marked is destroyed or moves to a new location, the marker remains where it was. |
maxplayer [num] (*) |
Immediately sets the number of allowed players to |
maxspecs [num] (*) |
Immediately sets the number of maximum spectator spots. |
msgadmin [message text] (*) |
Sends the message to all admins. Can be used by admins to conference inside the server without the public seeing what is being discussed. |
mut [mutatorname] (*) |
Switches the selected mutator on and off. A map change is required for
this to take effect. Leaving [mutatorname] blank will list all available
(non game-type) mutators and tell you which are supposedly active. Game-type mutators can be activated/deactivated with the game
command. |
mute [id] (*) |
Toggles between muting and unmuting one specific player. Muted players can only SPECSAY if they are spectators, no say, teamsay or privatesay. Muted players can not change name either. |
mutespecs (*) |
Toggles the permission of spectators to speak on/off. |
preselectmap [mapname] (*) |
Make sure you make no typo please... because you will not know immediately. This command lets the admin decide which map to change to once the current game ends normally. Issuing the command again with a BLANK mapname will undo the selection and make the normal map rotation take over again. |
privatesay [id] [msg] (*) |
Obsolete |
putteamid [id] [team] (*) |
Teamgames only: puts the player [id] to the desired team if possible, where [team] is 0=red, 1=blue, 2=green, 3=gold/yellow |
regadmin [name] [password] (*) |
This will register a new individual administrator with the given
name and password. This will only fail if the password is too short or the
administrator name already exists. Can only be executed by admins who authenticated themselves. |
reguser [name] [password] (*) |
Same as regadmin but registers a normal user without
administrative privileges. Can only be executed by admins who authenticated themselves. |
removebots [arg1] (*) |
[arg1] can be a number or a name, if it is a number, the specified number of bots will leave the game (or less if the available number of bots is smaller). If [arg1] is a name which a present bot carries, that bot will leave. Partial name does the trick too. |
resetscores (*) |
Immediately resets all scores, deaths etc back to 0 |
setfraglimit [num] (*) |
Command obsolete and replaced with "setscorelimit". |
setscorelimit [num] (*) |
Immediately sets the fraglimit (or equivalent) of the currently running gametype to the desired value. 0 = no limit. |
settickrate [num] (*) |
Will display current tickrate of server if [num] is blank or negative. Positive [num] will set server tickrate to specified value. |
settimelimit [num] (*) |
Immediately sets the timelimit of the currently running gametype to the desired value. 0 = no limit. |
skip (*) |
Immediately ends the map. |
teamsetup [maxteams] [maxteamsize] (*) |
Teamgames only: set the teams up in the requested fashion,
allowing up to [maxteams] (2 to 4 normally) and a maximum
teamsize of [maxteamsize]. Note: some game types may enforce a certain amount of teams in which case this command will react differently. |
unmarkactors (*) |
Will destroy all markers created with markactors. |
unregadmin [name] [password] (*) |
This will try to unregister an individual admin account. The admin which issues the command must enter the exact name and password of the admin to be unregistered. The master password can be used instead of the admin to be unregistered too. This way, the main admin can always unregister other admins, but other individual admins can only unregister those admins they registered themselves. Can only be executed by admins who authenticated themselves. |
unreguser [name] [password] (*) |
This will try to unregister an individual normal user account. The admin which issues the command must enter the exact name of the user. Can only be executed by admins who authenticated themselves. |