IGI 2 RCON COMMANDS FOR ADMINS
[ ]sv rcon("nopass") // Get access to remote control
[*]sv rconpass("nopass") // Change the remote control password
[*]sv rconpass // Display the remote control password
[ ]sv finger // Displays player names, IPs, time online and
[*]sv kick <playerID> // kick player playerID
[ ]sv votekick <playerID> // vote for playerID to be kicked from the server.
[*]sv ban <playerID> // ban playerID from server.
[ ]sv listban // list IPs banned.
[*]sv unban <list number> // remove IP from the list of bans, using the wanted IPs position in that list as parameter. Run listban to see the IPs list position.
[ ]sv suicide // Die and respawn.
[*]sv restartmap // Restarts and initiates the map currently being played.
[ ]sv listmaps // list maps to console showing mapID and map name. All maps in the active map cycle are marked [ACTIVE].
[ ]lo activatemap <mapID> // Places the given map into the active map cycle. Must be executed on server.
[ ]lo deactivatemap <mapID> // Removes the given map from the active map cycle if found. Must be executed on server.
[*]sv gotonext // load next map in the active map cycle.
[*]sv gotomap <mapID> // change map to mapID. The mapID is found in the map list.
[ ]sv votemap <mapID> // vote for a map change to the mapID map.
[ ]sv votenext // vote to change map to the next map in the active map cycle.
[ ]sv showvotes // show votes for both kick player and maps.
[*]sv addmoney <amount> // add amount money to all players. Use negative values to deduct money.
[*]sv accounts // list accounts of all players
[*]sv monitor // Call to periodically receive network status information from server. Call again to disable.
[*]sv/lo ploss <amount> // add packetloss in parts per thousand. 0 is no loss, 1000 is everything.
[ ]sv/lo timeout <seconds> // time before a non-responding client is kicked from the server, and before a client leaves a game with a dead server. If set too low, hosts will start to disconnect good games for wrong reasons. 20 seconds seems reasonable.
[ ]sv/lo updatestats // show percentages of pos updates sent for the various reasons.
[ ]lo bandwidth <number> // Parameter adjusting the bandwidth usage to and from the local player. 0: Infinite bandwidth capacity is assumed. 1-1000: From very low bandwidth capacity(1) to very high capacity (1000).
[ ]lo choke <kBps> // On Server: The maximum number of kilobytes per second your server will output. If the demand for data is bigger than this choke value, the server will skip sending high pri positional data. See fillpercent.
[ ]lo fillpercent <percent> // On Server: This value is just a safety margin for the choke settings. Actual choke value used in the system is the choke value set above and then multiplied by fillpercent. E.g: choke of 14 and fillpercent of 60 means actual system choke of 14*0.60 = 8.4 (kB/s) Simply set fillpercent value to 100 to disable its influence.
[ ]lo smooth <percentage> // Adjusts smoothing of remote players on your screen. 100: Best smoothing, worst accuracy of real player location. 1: Worst smoothing, best accuracy of real player location.
lo svname("name") // set name of *your* server (if you are about to run one).
lo svpassword("password") // set password needed to access your server.
lo svport <port> // port number of *your* server (if any).
lo svinterface <interface> // Only used for a server with multiple network cards or modems. Specify a number 0,1,2... for the network interface you want the server to connect to. If you fail to start a multi-homed server, first set this number very high, then read the output Multiplayer.log. It should indicate what interface number is assigned to each interface in your system, and you should then be able to specify the correct interface card for your server to use.
lo maxplayers <number> // max number of players allowed on your server.
lo maxspec <number> // max number of spectators allowed on your server.
lo specmode <number> // spectator mode - what players you are allowed to spectate: 0 - None, 1 - Team mates, 2 - All.
lo spawncost <number> // Amount of cash needed to spawn right after dying *for the attacking team.* *For the defending team,* this cost will be 70% of the specified <number>.
lo spawntimer <seconds> // Time for the spawn cost to decrease from the above set value to zero (i.e. free spawn).
lo teamdamage <0 | 1> // 1; team damage is on.
lo warmup <0 | 1> // 1; warmup mode enabled.
lo public <0 | 1> // 1; announce existance on Internet master servers. NOTE: A server with this option set to 0 will still be accessible to Internet players, but these players will need to manually enter the IP and port of the server to join.
lo healthpacks <0 | 1> // 1; healthpacks available.
lo bombtime <seconds> // seconds before an armed bomb detonates.
lo autobalance <0 | 1> // 0; Players are allowed to select any team. 1; Players are assigned. to a team to keep team sizes balanced.
lo autokick <seconds> // Kicks an idle player out of the game if he does not move for <seconds>. Set to 0 to disable. Minimum (non-null) number of seconds are *30*. If autokick is set to 1-29 seconds, 30 seconds will be the actual value used.
lo announce("msg") // From server only; Sends a message to all players.
lo forcefirstspec <0 | 1> // Set to 1 to disallow spectating players in 3rd person view - i.e. forcing 1st person view.
lo bombrepostime <seconds> // For levels with a C4 bomb: If the C4 bomb has not been carried by anyone for <seconds> amount of time or more, it will be repositioned to the 1st spawn point for the 1st objective. Set to 0 to disable this feature.
lo pingmax <ms> // Maximum allowed ping before a player will be disconnected.
lo plossmax <promille> // Maximum allowed packet loss befreoa player will be disconnected. Note the promille unit: Use the value 54 when you want to set 5.4%, and so on.
lo idlemax <ms> // On server: Maximum allowed time between any two packets sent from the player before disconnected. On a client: Maximum allowed time between any two packets sent from the server before the local host disconnects from the network game.
lo goutmax <number> // Maximum size of the server's internal send queue to a player before the player is disconnected. A small value indicates a restricive server. Usually, this setting should be kept at default value.
lo moneystart <amount> // Amount of money at map start
lo moneycap <amount> // Max amount of money one can have
lo moneykill <amount> // Amount granted when killing an enemy
lo moneyteamkill <amount> // Amount granted when killing a team mate (use a neg. value to deduct)
lo moneyplayerobjwin <amount> // Amount granted to player who resolves an object.
lo moneyteamobjwin <amount> // Amount granted to team who wins an object
lo moneyteamobjlost <amount> // Amount granted to each player on team who lost the object
lo moneymissionwin <amount> // Amount gratned to each player on team who wins the mission
lo moneymissionlost <amount> // Amount granted to each player on team who lost the mission
lo maprounds <rounds> // End current map after this many rounds. Set to 0 to disable this end criterion.
lo maptime <minutes> // End current map after this many minutes. Set to 0 to disable.
lo mapteamscore <score> // End current map when a team has this manu points. Set to 0 to disable.
lo playername("name"); // Your player name
lo netstats < 0 | 1 > // Show netstats(1) or not(0). With netstats enabled, extended ping data is also available in-game on the stats screen.
[*]sv rconpass("nopass") // Change the remote control password
[*]sv rconpass // Display the remote control password
[ ]sv finger // Displays player names, IPs, time online and
[*]sv kick <playerID> // kick player playerID
[ ]sv votekick <playerID> // vote for playerID to be kicked from the server.
[*]sv ban <playerID> // ban playerID from server.
[ ]sv listban // list IPs banned.
[*]sv unban <list number> // remove IP from the list of bans, using the wanted IPs position in that list as parameter. Run listban to see the IPs list position.
[ ]sv suicide // Die and respawn.
[*]sv restartmap // Restarts and initiates the map currently being played.
[ ]sv listmaps // list maps to console showing mapID and map name. All maps in the active map cycle are marked [ACTIVE].
[ ]lo activatemap <mapID> // Places the given map into the active map cycle. Must be executed on server.
[ ]lo deactivatemap <mapID> // Removes the given map from the active map cycle if found. Must be executed on server.
[*]sv gotonext // load next map in the active map cycle.
[*]sv gotomap <mapID> // change map to mapID. The mapID is found in the map list.
[ ]sv votemap <mapID> // vote for a map change to the mapID map.
[ ]sv votenext // vote to change map to the next map in the active map cycle.
[ ]sv showvotes // show votes for both kick player and maps.
[*]sv addmoney <amount> // add amount money to all players. Use negative values to deduct money.
[*]sv accounts // list accounts of all players
[*]sv monitor // Call to periodically receive network status information from server. Call again to disable.
[*]sv/lo ploss <amount> // add packetloss in parts per thousand. 0 is no loss, 1000 is everything.
[ ]sv/lo timeout <seconds> // time before a non-responding client is kicked from the server, and before a client leaves a game with a dead server. If set too low, hosts will start to disconnect good games for wrong reasons. 20 seconds seems reasonable.
[ ]sv/lo updatestats // show percentages of pos updates sent for the various reasons.
[ ]lo bandwidth <number> // Parameter adjusting the bandwidth usage to and from the local player. 0: Infinite bandwidth capacity is assumed. 1-1000: From very low bandwidth capacity(1) to very high capacity (1000).
[ ]lo choke <kBps> // On Server: The maximum number of kilobytes per second your server will output. If the demand for data is bigger than this choke value, the server will skip sending high pri positional data. See fillpercent.
[ ]lo fillpercent <percent> // On Server: This value is just a safety margin for the choke settings. Actual choke value used in the system is the choke value set above and then multiplied by fillpercent. E.g: choke of 14 and fillpercent of 60 means actual system choke of 14*0.60 = 8.4 (kB/s) Simply set fillpercent value to 100 to disable its influence.
[ ]lo smooth <percentage> // Adjusts smoothing of remote players on your screen. 100: Best smoothing, worst accuracy of real player location. 1: Worst smoothing, best accuracy of real player location.
lo svname("name") // set name of *your* server (if you are about to run one).
lo svpassword("password") // set password needed to access your server.
lo svport <port> // port number of *your* server (if any).
lo svinterface <interface> // Only used for a server with multiple network cards or modems. Specify a number 0,1,2... for the network interface you want the server to connect to. If you fail to start a multi-homed server, first set this number very high, then read the output Multiplayer.log. It should indicate what interface number is assigned to each interface in your system, and you should then be able to specify the correct interface card for your server to use.
lo maxplayers <number> // max number of players allowed on your server.
lo maxspec <number> // max number of spectators allowed on your server.
lo specmode <number> // spectator mode - what players you are allowed to spectate: 0 - None, 1 - Team mates, 2 - All.
lo spawncost <number> // Amount of cash needed to spawn right after dying *for the attacking team.* *For the defending team,* this cost will be 70% of the specified <number>.
lo spawntimer <seconds> // Time for the spawn cost to decrease from the above set value to zero (i.e. free spawn).
lo teamdamage <0 | 1> // 1; team damage is on.
lo warmup <0 | 1> // 1; warmup mode enabled.
lo public <0 | 1> // 1; announce existance on Internet master servers. NOTE: A server with this option set to 0 will still be accessible to Internet players, but these players will need to manually enter the IP and port of the server to join.
lo healthpacks <0 | 1> // 1; healthpacks available.
lo bombtime <seconds> // seconds before an armed bomb detonates.
lo autobalance <0 | 1> // 0; Players are allowed to select any team. 1; Players are assigned. to a team to keep team sizes balanced.
lo autokick <seconds> // Kicks an idle player out of the game if he does not move for <seconds>. Set to 0 to disable. Minimum (non-null) number of seconds are *30*. If autokick is set to 1-29 seconds, 30 seconds will be the actual value used.
lo announce("msg") // From server only; Sends a message to all players.
lo forcefirstspec <0 | 1> // Set to 1 to disallow spectating players in 3rd person view - i.e. forcing 1st person view.
lo bombrepostime <seconds> // For levels with a C4 bomb: If the C4 bomb has not been carried by anyone for <seconds> amount of time or more, it will be repositioned to the 1st spawn point for the 1st objective. Set to 0 to disable this feature.
lo pingmax <ms> // Maximum allowed ping before a player will be disconnected.
lo plossmax <promille> // Maximum allowed packet loss befreoa player will be disconnected. Note the promille unit: Use the value 54 when you want to set 5.4%, and so on.
lo idlemax <ms> // On server: Maximum allowed time between any two packets sent from the player before disconnected. On a client: Maximum allowed time between any two packets sent from the server before the local host disconnects from the network game.
lo goutmax <number> // Maximum size of the server's internal send queue to a player before the player is disconnected. A small value indicates a restricive server. Usually, this setting should be kept at default value.
lo moneystart <amount> // Amount of money at map start
lo moneycap <amount> // Max amount of money one can have
lo moneykill <amount> // Amount granted when killing an enemy
lo moneyteamkill <amount> // Amount granted when killing a team mate (use a neg. value to deduct)
lo moneyplayerobjwin <amount> // Amount granted to player who resolves an object.
lo moneyteamobjwin <amount> // Amount granted to team who wins an object
lo moneyteamobjlost <amount> // Amount granted to each player on team who lost the object
lo moneymissionwin <amount> // Amount gratned to each player on team who wins the mission
lo moneymissionlost <amount> // Amount granted to each player on team who lost the mission
lo maprounds <rounds> // End current map after this many rounds. Set to 0 to disable this end criterion.
lo maptime <minutes> // End current map after this many minutes. Set to 0 to disable.
lo mapteamscore <score> // End current map when a team has this manu points. Set to 0 to disable.
lo playername("name"); // Your player name
lo netstats < 0 | 1 > // Show netstats(1) or not(0). With netstats enabled, extended ping data is also available in-game on the stats screen.