官方英文翻译过来的,可能有点问题,下面复制了英文版,如果对不上自己对照翻译研究一下吧,太多了懒得看了。
RUST 管理命令列表、服务器控制台命令和服务器变量
什么是 RUST 管理命令?
RUST 管理员命令和服务器变量由RUST 服务器管理员和版主使用。管理员命令可以在游戏内外使用来启动操作,例如踢或禁止玩家,以及其他相关的管理任务。这些管理命令,也称为服务器命令,可以从不同的位置发出,例如:
RUST 的游戏内控制台(登录游戏后按 F1 访问)
运行服务器的命令行控制台
第三方应用程序,例如 RUST Admin 或 RUST Server Manager
第三方 RCON 平台,如rcon.io或Battlemetrics
下面的数据表包含所有 RUST 管理和服务器命令的更新列表。使用数据表上方的搜索字段,快速搜索和过滤列表中的特定术语。
什么是 RUST 服务器变量?
除了管理命令之外,还有服务器变量,也称为 CVAR 或简称为服务器设置。这些服务器变量也可以通过各种控制台类型发出,并且会像管理命令一样立即生效。但是请注意,当服务器变量通过控制台发出时,它们不会自动保存,并且可能在下次服务器重新启动时丢失。
要保存服务器设置,管理员必须使用适当的服务器变量和相应的值手动更新其服务器的配置文件。这可能需要管理员手动保存服务器的状态,然后停止服务器进程以调整配置文件。完成后,可以安全地重新启动服务器,并使用新的配置。否则,如果服务器意外停止或重新启动,服务器设置将丢失。
如果您正在寻找RUST 预制列表或RUST 项目列表,我们也有这些。
中文版
管理命令 | 默认 | 描述 |
应用程序.publicip | ||
player.printpresence | ||
天气.atmosphere_directionality | -1 | |
ai.准确的视觉距离 | 真的 | |
ai.allowdesigning | 真的 | |
ai.animal_ignore_food | 真的 | 如果 animal_ignore_food 为真,动物将不会感知食物来源或与它们互动(服务器优化)。 |
ai.brainstats | ||
ai.frametime | 5 | |
ai.groups | 真的 | |
ai.ignoreplayers | 错误的 | |
ai.killscientists | ||
爱动 | 真的 | |
ai.nav_carve_height | 2 | 雕刻体积的高度。 |
ai.nav_carve_min_base_size | 2 | 我们允许雕刻体积的最小尺寸。 |
ai.nav_carve_min_building_blocks_to_apply_optimization | 25 | 要应用此优化,建筑物需要包含的最小构建块数。 |
ai.nav_carve_size_multiplier | 4 | 应用于雕刻体积大小的大小乘数。值越小,围绕基础边缘的裙边越紧,但太小,动物可以穿过墙壁攻击。 |
ai.nav_carve_use_building_optimization | 错误的 | 如果 nav_carve_use_building_optimization 为真,我们会尝试减少建筑物的导航网格雕刻数量。 |
ai.navthink | 真的 | |
ai.npc_alertness_drain_rate | 0.01 | npc_alertness_drain_rate 定义了我们在看不到敌人时消耗 NPC 警觉级别的速率。 |
ai.npc_alertness_to_aim_modifier | 0.5 | 这乘以当前的警觉性(0-10)来决定NPC故意再次错过需要多长时间。 |
ai.npc_alertness_zero_detection_mod | 0.5 | npc_alertness_zero_detection_mod 定义当警觉性为零时检测敌人所需的能见度阈值。 |
ai.npc_cover_compromised_cooldown | 10 | npc_cover_compromised_cooldown 定义覆盖点在被再次清除以供选择之前被标记为受损的时间。 |
ai.npc_cover_info_tick_rate_multiplier | 20 | 我们收集有关可用掩护点信息的速率。最小值为 1,因为它乘以固定 AI 滴答速率 0.1 的滴答速率 |
ai.npc_cover_path_vs_straight_dist_max_diff | 2 | npc_cover_path_vs_straight_dist_max_diff 定义了在评估覆盖点时直线距离和路径距离之间的最大差异。 |
ai.npc_cover_use_path_distance | 真的 | 如果 npc_cover_use_path_distance 设置为 true,则 npcs 将使用两者之间的路径而不是直线距离来查看覆盖点与其目标之间的距离。 |
ai.npc_deliberate_hit_randomizer | 0.85 | 在射击以故意击中目标时,随机化器允许移动的最大未命中百分比(我们不希望每次射击都能完美命中)。 |
ai.npc_deliberate_miss_offset_multiplier | 1.25 | NPC 将最大程度地错过目标的偏移量。 |
ai.npc_deliberate_miss_to_hit_alignment_time | NPC 故意错过 NPC 试图击中目标所需的时间。(默认值:1.5) (1.5) | |
ai.npc_door_trigger_size | 1.5 | npc_door_trigger_size 定义门上触发框的大小,当 NPC 走近时打开门 |
ai.npc_enable | 真的 | 如果 npc_enable 设置为 false,则不会生成 npcs。 |
ai.npc_families_no_hurt | 真的 | 如果 npc_families_no_hurt 为真,同一家族的 npc 将无法互相伤害。 |
ai.npc_gun_noise_silencer_modifier | 0.15 | 消音器用来减少枪支射击时发出的噪音的修饰符。 |
ai.npc_htn_player_base_damage_modifier | 1.15 | 与旧 NPC 相比,新 HTN 播放器 NPC 的基线伤害修正可削弱他们的伤害。 |
ai.npc_htn_player_frustration_threshold | 3 | npc_htn_player_frustration_threshold 定义了 NPC 的挫败阈值在哪里,他们有机会改变为更具侵略性的策略。 |
ai.npc_ignore_chairs | 真的 | 如果 npc_ignore_chairs 为真,则 npc 不会关心寻找和坐在椅子上。 |
ai.npc_junkpile_a_spawn_chance | 0.1 | npc_junkpile_a_spawn_chance 定义科学家在垃圾堆 a 生成的机会。 |
ai.npc_junkpile_dist_aggro_gate | 8 | npc_junkpile_dist_aggro_gate 定义一个垃圾堆科学家会在什么范围内(或更接近)变得具有攻击性。 |
ai.npc_junkpile_g_spawn_chance | 0.1 | npc_junkpile_g_spawn_chance 定义科学家在垃圾堆 g 生成的机会。 |
ai.npc_max_junkpile_count | 30 | npc_max_junkpile_count 定义可以在垃圾堆中同时生成多少个 npc(不包括纪念碑) |
ai.npc_max_population_military_tunnels | 3 | npc_max_population_military_tunnels 定义了军事隧道中 npc 人口的规模。 |
ai.npc_max_roam_multiplier | 3 | 这与 NPC 的最大漫游范围统计数据相乘,以确定允许 NPC 漫游到离其生成点多远的距离。 |
ai.npc_only_hurt_active_target_in_safezone | 真的 | 如果 npc_only_hurt_active_target_in_safezone 为 true,则 npc 在安全区域内不会出现除主动目标玩家之外的任何玩家。 |
ai.npc_patrol_point_cooldown | 5 | npc_patrol_point_cooldown 定义巡逻点的冷却时间,直到它再次可用 |
ai.npc_reasoning_system_tick_rate_multiplier | 1 | 我们勾选推理系统的速率。最小值为 1,因为它乘以固定 AI 滴答速率 0.1 的滴答速率 |
ai.npc_respawn_delay_max_military_tunnels | 1920 | npc_respawn_delay_max_military_tunnels 定义了军事隧道中生成时间间隔的最大延迟。 |
ai.npc_respawn_delay_min_military_tunnels | 480 | npc_respawn_delay_min_military_tunnels 定义了军事隧道中生成时间间隔的最小延迟。 |
ai.npc_sensory_system_tick_rate_multiplier | 5 | 我们打勾感觉系统的速率。最小值为 1,因为它乘以固定 AI 滴答速率 0.1 的滴答速率 |
ai.npc_spawn_on_cargo_ship | 真的 | 在货船上生成 NPC。 |
ai.npc_spawn_per_tick_max_military_tunnels | 1 | npc_spawn_per_tick_max_military_tunnels 定义了在军事隧道中一次最多可以生成多少个。 |
ai.npc_spawn_per_tick_min_military_tunnels | 1 | npc_spawn_per_tick_min_military_tunnels 定义显示许多将在军事隧道中一次最少生成。 |
ai.npc_speed_crouch_run | 0.25 | npc_speed_crouch_run 定义 npc 在蹲下运行状态时的速度,应该是一个介于 0 和 1 之间的数字。 |
ai.npc_speed_crouch_walk | 0.1 | npc_speed_crouch_walk 定义 npc 在蹲伏行走状态下的速度,应该是一个介于 0 和 1 之间的数字。 |
ai.npc_speed_run | 0.4 | npc_speed_walk 定义 npc 在运行状态时的速度,应该是一个介于 0 和 1 之间的数字。 |
ai.npc_speed_sprint | 1 | npc_speed_walk 定义 npc 在 sprint 状态下的速度,应该是一个介于 0 和 1 之间的数字。 |
ai.npc_speed_walk | 0.18 | npc_speed_walk 定义 npc 在行走状态下的速度,应该是一个介于 0 和 1 之间的数字。 |
ai.npc_use_new_aim_system | 真的 | 如果 npc_use_new_aim_system 为真,NPC 有时会故意错过,旧系统会随机分配瞄准锥。 |
ai.npc_use_throw_weapons | 真的 | 如果 npc_use_thrown_weapons 为真,npcs 会投掷手榴弹等。这是一个实验性功能。 |
ai.npc_valid_aim_cone | 0.8 | npc_valid_aim_cone 定义了他们的目标需要多接近目标才能开火。 |
ai.npc_valid_mounted_aim_cone | 0.92 | npc_valid_mounted_aim_cone 定义了他们的目标需要多接近目标才能在安装时开火。 |
ai.npcswimming | 真的 | |
ai.ocean_patrol_path_iterations | 100000 | |
ai.selectnpclookatserver | ||
感觉时间 | 1 | |
ai.setdestinationsamplenavmesh | 真的 | |
ai.sleepwake | 真的 | |
ai.sleepwakestats | ||
ai.spliceupdates | 真的 | |
ai.think | 真的 | |
滴答率 | 5 | |
ai.usecalculatepath | 真的 | |
ai.usegrid | 真的 | |
ai.usesetdestinationfallback | 真的 | |
ai.wakesleepingai | ||
aibrainsenses.humanknownplayerslosupdateinterval | 0.2 | |
aibrainsenses.knownplayerslosupdateinterval | 0.5 | |
aibrainsenses.updateinterval | 0.5 | |
aimanager.ai_dormant | 真的 | 如果 ai_dormant 为真,则玩家范围之外的任何 npc 都会使自己处于休眠状态并占用更少的资源,但野生动物也不会模拟。 |
aimanager.ai_dormant_max_wakeup_per_tick | 30 | ai_dormant_max_wakeup_per_tick 定义了我们将在单个滴答中唤醒的最大休眠代理数。 |
aimanager.ai_htn_animal_tick_budget | 4 | ai_htn_animal_tick_budget 定义允许 htn 动物代理消耗的最大毫秒数。 |
aimanager.ai_htn_player_junkpile_tick_budget | 4 | ai_htn_player_junkpile_tick_budget 定义允许 htn 播放器垃圾堆代理消耗的最大毫秒数。 |
aimanager.ai_htn_player_tick_budget | 4 | ai_htn_player_tick_budget 定义了 htn 播放器代理允许消耗的最大毫秒数。 |
aimanager.ai_htn_use_agency_tick | 真的 | 如果 ai_htn_use_agency_tick 为真,ai 经理的代理系统将在 ai_htn_player_tick_budget 和 ai_htn_animal_tick_budget 中定义的 ms 预算中勾选 htn 代理。如果它是假的,每个代理单独注册到调用系统,没有框架预算限制。 |
aimanager.ai_to_player_distance_wakeup_range | 160 | 如果代理与玩家之间的距离超出此距离,则将其标记为处于休眠状态。 |
aimanager.nav_disable | 错误的 | 如果设置为 true,则不会生成导航网格。这意味着使用导航网格的 Ai 将无法移动 |
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state | 2 | 定义哪些障碍物可以雕刻地形。0 – 无雕刻,1 – 只有玩家建筑雕刻,2 – 所有障碍物雕刻。(2) |
aimanager.nav_wait | 真的 | 如果为 true,我们将在完全启动服务器之前等待 navmesh 生成。这可能会导致您的服务器在后台生成时出现故障和滞后。 |
amanager.pathfindingiterationsperframe | 100 | 异步寻路过程中每帧处理的最大节点数。增加此值将导致路径处理得更快,但可能会导致帧速率出现一些问题。默认值是 100,一个很好的调整范围是在 50 到 500 之间。 |
aimanager.setdestination_navmesh_failsafe | 错误的 | 如果设置为 true,则当调用 set destination 时,如果不在导航网格上,NPC 将尝试将自己放置在导航网格上。 |
aithinkmanager.animalframebudgetms | 2.5 | |
aithinkmanager.framebudgetms | 2.5 | |
aithinkmanager.petframebudgetms | 1 | |
antihack.admincheat | 真的 | |
antihack.build_losradius | 0.01 | |
antihack.build_terraincheck | 真的 | |
antihack.debuglevel | 1 | |
反黑客执法级别 | 1 | |
antihack.eye_clientframes | 2 | |
antihack.eye_forgiveness | 0.5 | |
antihack.eye_history_forgiveness | 0.1 | |
antihack.eye_history_penalty | 100 | |
antihack.eye_losradius | 0.2 | |
antihack.eye_noclip_backtracking | 0.01 | |
antihack.eye_noclip_cutoff | 0.01 | |
antihack.eye_noclip_margin | 0.21 | |
antihack.eye_penalty | 0 | |
antihack.eye_protection | 4 | |
antihack.eye_serverframes | 2 | |
antihack.eye_terraincheck | 真的 | |
antihack.flyhack_extrusion | 2 | |
antihack.flyhack_forgiveness_horizontal | 1.5 | |
antihack.flyhack_forgiveness_horizontal_inertia | 10 | |
antihack.flyhack_forgiveness_vertical | 1.5 | |
antihack.flyhack_forgiveness_vertical_inertia | 10 | |
antihack.flyhack_margin | 0.05 | |
antihack.flyhack_maxsteps | 15 | |
antihack.flyhack_penalty | 100 | |
antihack.flyhack_protection | 3 | |
antihack.flyhack_rejec | 错误的 | |
antihack.flyhack_stepsize | 0.1 | |
反黑客强制定位 | 真的 | |
antihack.maxdeltatime | 1 | |
antihack.maxdesync | 1 | |
antihack.maxviolation | 100 | |
antihack.melee_clientframes | 2 | |
antihack.melee_forgiveness | 0.5 | |
antihack.melee_losforgiveness | 0.2 | |
antihack.melee_penalty | 0 | |
antihack.melee_protection | 4 | |
antihack.melee_serverframes | 2 | |
antihack.melee_terraincheck | 真的 | |
反黑客模型状态 | 真的 | |
antihack.noclip_backtracking | 0.01 | |
antihack.noclip_margin | 0.09 | |
antihack.noclip_maxsteps | 15 | |
antihack.noclip_penalty | 0 | |
antihack.noclip_protection | 3 | |
antihack.noclip_reject | 真的 | |
antihack.noclip_stepsize | 0.1 | |
antihack.objectplacement | 真的 | |
antihack.projectile_anglechange | 60 | |
antihack.projectile_backtracking | 0.01 | |
antihack.projectile_clientframes | 2 | |
antihack.projectile_desync | 1 | |
antihack.projectile_forgiveness | 0.5 | |
antihack.projectile_losforgiveness | 0.2 | |
antihack.projectile_penalty | 0 | |
antihack.projectile_protection | 6 | |
antihack.projectile_serverframes | 2 | |
antihack.projectile_terraincheck | 真的 | |
antihack.projectile_trajectory | 1 | |
antihack.projectile_velocitychange | 1.1 | |
antihack.relaxationpause | 10 | |
反黑客放松率 | 0.1 | |
反黑客报告 | 真的 | |
antihack.speedhack_forgiveness | 2 | |
antihack.speedhack_forgiveness_inertia | 10 | |
antihack.speedhack_penalty | 0 | |
antihack.speedhack_protection | 2 | |
antihack.speedhack_reject | 真的 | |
antihack.speedhack_slopespeed | 10 | |
antihack.terrain_kill | 真的 | |
antihack.terrain_padding | 0.3 | |
antihack.terrain_penalty | 100 | |
antihack.terrain_protection | 1 | |
antihack.terrain_timeslice | 64 | |
antihack.tickhistory 宽恕 | 0.1 | |
antihack.tickhistorytime | 5 | |
antihack.userlevel | 2 | |
app.alarmcooldown | 30 | 警报可以发送另一个通知之前的冷却时间(以秒为单位) |
应用程序连接 | ||
app.info | ||
app.info | ||
app.listenip | ||
app.maxconnections | 500 | |
app.maxconnectionsperip | 5 | |
程序通知 | 真的 | 启用发送推送通知 |
应用程序对 | ||
应用程序端口 | 28083 | |
app.queuelimit | 100 | 排队消息的最大数量 – 设置为 0 以禁用消息处理 |
app.resetlimiter | ||
应用程序服务器 | ||
应用程序更新 | 真的 | 完全禁用更新 – 仅限紧急使用 |
baseboat.generate_paths | 真的 | |
basefirework.maxactivefireworks | 25 | |
basefishingrod.forcefail | 错误的 | |
basefishingrod.forcesuccess | 错误的 | |
basefishingrod.immediatehook | 错误的 | |
basemission.missionsenabled | 真的 | |
basenavigator.basenavmovementframeinterval | 2 | 基本导航移动更新之间的帧数 |
basenavigator.maxstepupdistance | 1.7 | 宠物基地导航的最大台阶高度差 |
basenavigator.navtypedistance | 1 | |
basenavigator.navtypeheightoffset | 0.5 | |
basenavigator.stucktriggerduration | 10 | 在触发卡住事件之前我们没有移动多长时间 |
basepet.movementupdatebudgetms | 1 | |
basepet.onlyqueuebasenavmovements | 真的 | |
basepet.queuedmovementsallowed | 真的 | |
baseplayer.lifestoryframebudgetms | 0.25 | |
baseridableanimal.decayminutes | 180 | 一匹马在无人看管的情况下死去多久 |
baseridableanimal.dungtimescale | 1 | |
baseridableanimal.framebudgetms | 1 | |
basesubmarine.deepwaterdecayminutes | 120 | 潜艇在深水中多久会失去所有生命值 |
basesubmarine.outsidedecayminutes | 180 | 潜艇在室外多久会失去所有生命值。如果它在深水中,则使用 deepwaterdecayminutes |
basesubmarine.oxygenminutes | 10 | 潜艇可以在水下停留多长时间,直到玩家开始因低氧而受到伤害 |
批处理.详细 | 0 | |
熊种群 | 2 | 服务器上的活跃人口,每平方公里 |
bigwheelgame.spinfrequencyseconds | 45 | |
公猪种群 | 5 | 服务器上的活跃人口,每平方公里 |
Boombox.backtracklength | 30 | |
音箱.serverurllist | 在此服务器上有效的广播电台列表。格式:名称、网址、名称、网址等 | |
布拉德利启用 | 真的 | |
布拉德利.quickrespawn | ||
bradley.respawndelayminutes | 60 | |
bradley.respawndelay方差 | 1 | |
cargoship.egress_duration_minutes | 10 | |
cargoship.event_duration_minutes | 50 | |
cargoship.event_enabled | 真的 | |
cargoship.loot_round_spacing_minutes | 10 | |
cargoship.loot_rounds | 3 | |
盒式磁带.max盒式磁带文件大小mb | 5 | |
chat.cardgamesay | ||
启用聊天 | 真的 | |
聊天说 | ||
chat.search | ||
聊天服务器日志 | 真的 | |
聊天.tail | ||
聊天.teamsay | ||
鸡群 | 3 | 服务器上的活跃人口,每平方公里 (3) |
Cinematicity.hideobjects | 错误的 | 隐藏电影光源网格(保持灯光可见) |
布料.clothloddist | 20 | 距离布将模拟直到 |
codelock.lockoutcooldown | 900 | |
codelock.maxfailedattempts | 8 | |
命令.echo | ||
命令.查找 | ||
console.search | ||
控制台.tail | ||
构造.frameminutes | 30 | |
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height | 2 | 定义我们为覆盖点体积的覆盖点生成垂直执行的步骤的高度(较小的步骤提供更准确的覆盖点,但处理成本更高)。 |
coverpointvolume.cover_point_sample_step_size | 6 | cover_point_sample_step_size 定义了我们为覆盖点体积的覆盖点生成水平执行的步骤的大小(较小的步骤可以提供更准确的覆盖点,但处理成本更高)。 |
工艺.add | ||
工艺.取消 | ||
工艺.取消任务 | ||
工艺.fasttracktask | ||
工艺即时 | 错误的 | |
cui.endtest | ||
cui.test | ||
数据导出 | ||
调试.breakheld | 打破当前持有的对象 | |
调试.breakitem | 破坏库存中名称与传递的字符串匹配的所有项目 | |
调试回调 | 错误的 | |
debug.checkparentingtriggers | 真的 | |
调试检查触发器 | 错误的 | |
debug.debugdismounts | 错误的 | 显示卸载尝试的一些调试信息。 |
debug.disablecondition | 错误的 | 不要损坏任何物品 |
调试.drink | ||
debug.eat | ||
调试.flushgroup | 带您进出当前网络组,导致您删除并再次下载 PVS 中的所有实体 | |
调试.heal | ||
调试伤害 | ||
调试日志 | 真的 | |
调试.noclip | 切换管理员无剪辑 | |
debug.puzzleprefabrespawn | 从他们的预制件中重生所有谜题 | |
debug.puzzlereset | 重置所有谜题 | |
debug.refillvitals | ||
调试.renderinfo | ||
debug.resetsleepingbagtimers | ||
调试.stall | ||
衰减.bracket_0_blockcount | 15 | 介于 0 和此值之间的值被视为括号 0,并且每个维护期将花费括号_0_costfraction 来维护 |
衰减.bracket_0_costfraction | 0.1 | 括号 0 内的块将在每个维护期花费这一部分来维护 |
衰减.bracket_1_blockcount | 50 | 在bracket_0_blockcount 和该值之间被认为是bracket 1,并且每个维护期将花费bracket_1_costfraction 来维护 |
衰减.bracket_1_costfraction | 0.15 | 括号 1 中的块将在每个维护期花费这一部分来维护 |
衰减.bracket_2_blockcount | 125 | 在bracket_1_blockcount 和该值之间被认为是bracket 2,并且每个维护期将花费bracket_2_costfraction 来维护 |
衰减.bracket_2_costfraction | 0.2 | 括号 2 中的块将在每个维护期花费这一部分来维护 |
衰变.bracket_3_blockcount | 200 | 在bracket_2_blockcount 和这个值之间(及以上)被认为是bracket 3,并且每个维护期将花费bracket_3_costfraction 来维护 |
衰减.bracket_3_costfraction | 0.333 | 括号 3 中的块将在每个维护期花费这一部分来维护 |
衰减.debug | 错误的 | |
衰变延迟金属 | 0 | 在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位 |
衰减.delay_override | 0 | 当设置为高于 0 的值时,一切都会随着这个延迟而衰减 |
衰变延迟石 | 0 | 在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位 |
衰减.delay_toptier | 0 | 在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位 |
衰变.delay_twig | 0 | 在没有维护保护的情况下,该建筑等级衰减应该延迟多长时间,以小时为单位 |
衰变.delay_wood | 0 | 在不受维护保护的情况下,该建筑等级衰减应延迟多长时间,以小时为单位 (0) |
衰变.duration_metal | 8 | 在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位 |
衰变.duration_override | 0 | 当设置为高于 0 的值时,一切都将在此持续时间内衰减 |
衰变.duration_stone | 5 | 在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位 |
衰变.duration_toptier | 12 | 在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位 |
衰变.duration_twig | 1 | 在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位 |
衰变.duration_wood | 3 | 在没有维护保护的情况下,该建筑等级需要多长时间才能腐烂,以小时为单位 |
衰变.outside_test_range | 50 | 测试结构是否在外面的最大距离,对于大型建筑物,较高的值较慢但准确 |
衰变尺度 | 1 | |
衰减.tick | 600 | |
衰变维护 | 真的 | 是否启用维护 |
衰变.upkeep_grief_protection | 1440(24 小时) | 橱柜被破坏后,维护费用可以持续多少分钟? |
衰变.upkeep_heal_scale | 1 | 满足维护条件时对象愈合的比例,默认值 1 与它们衰减的速率相同 |
衰减.upkeep_inside_decay_scale | 0.1 | 物体在内部时衰减的比例,默认为 |
衰变.upkeep_period_minutes | 1440(24 小时) | 保养费用持续多少分钟? |
演示记录 | ||
演示记录列表 | ||
demo.recordlistmode | 0 | 控制记录列表的行为,0=白名单,1=黑名单 |
demo.splitmegabytes | 200 | |
演示.splitseconds | 3600 | |
演示停止 | ||
dungeonnavmesh.use_baked_terrain_mesh | 真的 | |
dynamicnavmesh.use_baked_terrain_mesh | 错误的 | |
entity.debug_toggle | ||
entity.deleteby | 销毁由提供的用户创建的所有实体(按空格分隔用户) | |
entity.deletebytextblock | 销毁用户在提供的文本块中创建的所有实体(可以与从 ent auth 复制的结果一起使用) | |
entity.find_entity | ||
entity.find_group | ||
entity.find_id | ||
entity.find_parent | ||
entity.find_radius | ||
entity.find_self | ||
entity.find_status | ||
实体轻推 | ||
实体.spawn | ||
实体.spawnat | ||
entity.spawnhere | ||
实体.spawnitem | ||
entity.spawnlootfrom | ||
环境添加时间 | ||
env.day | 1月31日 | |
环境月 | 1月12日 | |
env.oceanlevel | 0 | |
env.progresstime | 真的 | |
环境时间 | ||
环境年 | 2024 | |
挖掘机信号计算机。 | 600 | |
fps.limit | 256 | |
科学怪人大脑.movetowardsrate | 1 | |
frankensteinpet.decayminutes | 180 | 弗兰肯斯坦宠物在不受控制且不在桌子上睡着之前多久会死去 |
游戏模式.set | ||
游戏模式.setteam | ||
gamemodesoftcore.reclaim_fraction_belt | 0.5 | |
gamemodesoftcore.reclaim_fraction_main | 0.5 | |
gamemodesoftcore.reclaim_fraction_wear | 0 | |
gc.alloc | ||
gc.collect | ||
gc.enabled | 真的 | |
gc.incremental_enabled | 真的 | |
gc.incremental_milliseconds | 3 | |
gc.卸载 | ||
全局.admintime | -1 | 如果 > 1,一天中的时间(小时)将被迫这样做。 |
global.adminui_requestplayerlist | ||
global.adminui_requestserverconvars | ||
global.adminui_requestserverinfo | ||
全局.allowadminui | 真的 | 控制是否向管理员显示游戏内管理 UI |
全球禁令 | 禁止 <玩家> <原因> [可选持续时间] | |
全局.banid | banid <steamid> <用户名> <原因> [可选持续时间] | |
全球禁令列表 | 禁止用户列表(来源兼容) | |
global.banlistex | 禁止用户列表 – 显示原因和用户名 | |
全球禁令 | 被禁用户列表 | |
global.breakclothing | ||
全局.breakitem | ||
global.buildinfo | 获取有关此构建的信息 | |
全局.carstats | 获取有关世界上所有汽车的信息 | |
global.clientperf | ||
global.colliders | ||
全球开发者 | 0 | |
全局转储 | ||
全局.entid | ||
全局错误 | ||
global.free | ||
全球之神 | 错误的 | |
全球伤害 | ||
全局踢 | ||
全球踢球 | ||
全局杀戮 | ||
global.killplayer | ||
全局.listid | 禁止用户列表,按 ID(来源兼容) | |
全局.maxthreads | 8 | |
全局.moderatorid | ||
全局静音 | ||
全球静音列表 | 打印当前静音玩家的列表 | |
全局对象 | ||
global.ownerid | ||
全局性能 | 0-9 | |
全局播放器列表 | 获取玩家列表 | |
全球玩家 | 打印当前连接的客户端等 | |
全局队列 | ||
全球退出 | ||
global.removemoderator | ||
global.removeowner | ||
global.report | ||
全球重生 | ||
global.respawn_sleepingbag | ||
global.respawn_sleepingbag_remove | ||
全局重启 | ||
全球说 | 在聊天中发送消息 | |
全球服务器信息 | 获取有关服务器的信息列表 | |
全局设置信息 | ||
global.skipassetwarmup | 错误的 | |
全局.skipqueue | ||
全局.sleep | ||
global.sleepingusers | 在服务器上显示玩家的用户信息。 | |
global.sleepingusersinrange | 在玩家范围内的服务器上显示休眠玩家的用户信息。 | |
全球.看看 | ||
全局.sprayinauthduration | 30 | 在玩家 TC auth 内喷洒时,喷洒将持续多长时间 |
全局.spraynoauthduration | 30 | 在玩家 TC auth 外喷洒时,喷洒将持续多长时间 |
全球统计数据 | 打印当前连接客户端的统计信息 | |
全局状态 | 打印当前连接的客户端 | |
global.status_sv | ||
global.steamnetdebug | 0 | 打开 Steam 网络的不同级别的调试输出。这会影响性能。(0 = 关闭,8 = 最大值) |
global.steamsendbuffer | 524288 | 要发送的缓冲未决字节的上限 |
global.steamsendverify | 真的 | |
全局.steamstatus | ||
全球订阅 | ||
全球系统信息 | ||
全局.sysuid | ||
全球团队信息 | ||
全球.teleport | ||
global.teleport2autheditem | ||
global.teleport2death | ||
global.teleport2marker | ||
global.teleport2me | ||
global.teleport2owneditem | ||
global.teleportany | ||
global.teleportlos | ||
全球.teleportpos | ||
全局纹理 | ||
全球解禁 | ||
全局取消静音 | ||
全球用户 | 在服务器上显示玩家的用户信息。 | |
全局用户范围 | 显示玩家范围内服务器上玩家的用户信息。 | |
全局版本 | ||
可增长实体.framebudgetms | 0.25 | |
可增长实体.growall | ||
hackablelockedcrate.decayseconds | 7200 | 在没有任何黑客尝试的情况下摧毁箱子需要多少秒 |
hackablelockedcrate.requiredhackseconds | 900 | 箱子解锁多少秒 |
万圣节.启用 | 错误的 | |
万圣节杀人犯人口 | 0 | 服务器上的活跃人口,每平方公里 |
万圣节.scarecrow_beancan_vs_player_dmg_modifier | 0.1 | 修正了 beancan 爆炸对玩家造成的伤害 |
万圣节.scarecrow_body_dmg_modifier | 0.25 | 修改稻草人对身体造成的伤害。 |
万圣节.scarecrow_chase_stopping_distance | 0.5 | 追逐目标时设定的目的地的停车距离 |
万圣节.scarecrow_throw_beancan_global_delay | 8(秒) | 每次稻草人扔 beancan 之间的服务器全局延迟 |
万圣节.稻草人人口 | 0 | 服务器上的活跃人口,每平方公里 |
万圣节.scarecrows_throw_beancans | 真的 | 稻草人可以扔豆罐 |
heli.bulletaccuracy | 2 | |
直升机子弹伤害量表 | 1 | |
heli.call | ||
直升机 | ||
直升机降落 | ||
直升机炮 | 1 | |
heli.lifetimeminutes | 15 | |
直升飞机 | ||
heli.test拼图 | ||
hierarchy.cd | ||
层次结构.del | ||
hierarchy.ls | ||
马群 | 0 | 服务器上的活跃人口,每平方公里 |
hotairballoon.outsidedecayminutes | 180 | HAB在户外多久会失去所有健康 |
热气球.population | 1 | 服务器上的活跃人口 |
hotairballoon.serviceceiling | 200 | |
库存.copyto | 将玩家物品栏复制到他们面前的玩家 | |
库存.defs | ||
库存.部署加载 | 将给定的负载部署到目标玩家。例如。inventory.deployLoadout testloadout jim | |
inventory.deployloadoutinrange | 向半径范围内的玩家部署负载,例如。库存.deployLoadoutInRange testloadout 30 | |
库存.endloot | ||
库存.装备槽 | ||
库存.equipslottarget | ||
库存.给 | ||
库存.giveall | ||
库存.givearm | ||
库存.giveid | ||
库存.giveto | ||
库存.lighttoggle | 打印所有保存的库存装载 | |
库存.listloadouts | ||
库存.reloaddefs | ||
库存.resetbp | ||
库存.saveloadout | 保存调用玩家当前装备的装备。例如。inventory.saveLoadout loaduoutname | |
库存.unlockall | ||
实体回溯 | 8 | |
ioentity.framebudgetms | 1 | |
ioentity.responsetime | 0.1 | |
junkpilewater.framebudgetms | 0.25 | |
manifest.printmanifest | ||
manifest.printmanifestraw | ||
扩音器.megaphonevoicerange | 100 | |
memsnap.full | ||
memsnap.managed | ||
内存快照.native | ||
元添加 | add <convar> <amount> – 将数量添加到 convar | |
minicopter.insidedecayminutes | 2880 | 微型直升机在室内失去所有健康需要多长时间 |
minicopter.outsidedecayminutes | 480 | 微型直升机在户外失去所有健康需要多长时间 |
微型直升机种群 | 0 | 服务器上的活跃人口 |
mlrs.brokendownminutes | 10 | 多长时间后 MLRS 从使用中恢复并可再次使用 |
模块化汽车.outsidedecayminutes | 864 | ModularCar在外面失去所有生命值之前需要多少分钟 |
模块化汽车人口 | 3 | 服务器上的活跃人口 |
Monumentnavmesh.use_baked_terrain_mesh | 真的 | |
摩托艇.deepwaterdecayminutes | 120 | 船在深水中失去所有健康需要多长时间 |
motorrowboat.outsidedecayminutes | 180 | 一艘船在外面失去所有健康需要多长时间。如果它在深水中,则使用deepwaterdecayminutes |
摩托艇人口 | 1 | 服务器上的活跃人口 |
net.visdebug | 错误的 | |
net.visibilityradiusfaroverride | -1 | |
net.visibilityradiusnearoverride | -1 | |
注意更新 | ||
npcautoturret.sleeperhostiledelay | 1200 | 睡着的玩家被认为是敌对玩家还有多少秒 |
petbrain.controldistance | 100 | |
petbrain.drowinindeepwater | 真的 | |
petbrain.drowtimer | 15 | |
petbrain.idlewhenownermounted | 真的 | |
petbrain.idlewhenownerofflineordead | 真的 | |
物理.autosynctransforms | 真的 | |
物理.batchsynctransforms | 真的 | |
物理.bouncethreshold | 2 | |
物理.droppedmode | 2 | 掉落物品和尸体的碰撞检测模式应该使用(2) |
物理.重力 | 1 | 重力倍增器 |
物理.groundwatch调试 | 错误的 | |
物理.groundwatchdelay | 0.1 | |
物理.groundwatch失败 | 1 | |
物理.minsteps | 8 | 最慢的物理步骤将运行 |
物理.sendeffects | 真的 | 当物理对象碰撞时向客户端发送效果 |
物理.睡眠阈值 | 0.005 | |
物理求解迭代计数 | 3 | 任何刚体允许的默认求解器迭代次数。必须是正面的 |
物理.steps | 16 | 每秒物理步数 |
player.abandonmission | ||
player.cinematic_gesture | ||
player.cinematic_play | ||
player.cinematic_stop | ||
播放器.copyrotation | ||
player.createskull | ||
player.dismount | ||
player.fillwater | ||
player.gotosleep | ||
player.markhostile | ||
播放器.mount | ||
player.noclipspeed | 10 | |
player.noclipspeedfast | 50 | |
player.noclipspeedslow | 2 | |
播放器.printstats | ||
player.resetstate | 重置给定玩家的 PlayerState | |
player.swapseat | ||
player.swapseat | ||
player.tickrate_cl | 20 | |
player.tickrate_sv | 16 | |
player.wakeupall | ||
playerinventory.forcebirthday | 错误的 | |
北极熊种群 | 1 | 服务器上的活跃人口,每平方公里 |
pool.clear_assets | ||
pool.clear_memory | ||
pool.clear_prefabs | ||
池调试 | 错误的 | |
pool.enabled | 真的 | |
pool.export_prefabs | ||
池.mod | 2 | |
pool.prewarm | 真的 | |
pool.print_assets | ||
pool.print_memory | ||
pool.print_prefabs | ||
profile.start | ||
profile.stop | ||
rcon.ip | ||
rcon.port | 28016 | |
rcon.print | 错误的 | 如果为真,rcon 命令等将在控制台中打印 |
rcon.web | 真的 | 如果设置为 true,则使用 websocket rcon。如果设置为 false 使用 legacy,源引擎 rcon。 |
reclaimmanager.reclaim_expire_minutes | 120 | |
关系管理器.acceptinvite | ||
关系管理器.addtoteam | ||
关系管理器.联系人 | 真的 | |
关系管理器.fakeinvite | ||
关系管理器.forgetafterminutes | 960 | |
关系管理器.kickmember | ||
关系管理器离开团队 | ||
关系管理器.maxplayer 关系 | 128 | |
关系管理器.maxteamsize | 8 | |
关系管理器.mugshotupdateinterval | 300 | |
关系管理器.promote | ||
关系管理器.rejectinvite | ||
关系管理器.seendistance | 10 | |
关系管理器.sendinvite | ||
关系管理器.sleeptoggle | ||
关系管理器.trycreateteam | ||
关系管理器.wipe_all_contacts | ||
关系管理器.wipecontacts | ||
rhib.rhibpopulation | 0 | 服务器上的活跃人口 |
骑马人口 | 2 | 服务器上的活跃人口,每平方公里 |
ridablehorse.sethorsebreed | ||
samsite.staticrepairseconds | 1200 | 到静态山姆网站自动修复多长时间 |
圣塔斯莱高海拔 | 50 | |
santasleigh.desiredaltitude | 60 | |
santasleigh.drop | ||
废料运输直升机人口 | 0 | 服务器上的活跃人口 |
sentry.hostileduration | 120 | 攻击后多久才会被认为是敌对的 |
sentry.targetall | 错误的 | 无论授权如何,都针对所有人 |
server.arrowarmor | 1 | |
server.arrowdamage | 1 | |
server.artificialtemperaturegrowablerange | 4 | |
server.authtimeout | 60 | |
服务器备份 | 备份服务器文件夹 | |
server.bansserverendpoint | 用于集中禁止的 HTTP API 端点(参见 wiki) | |
server.bansserverfailuremode | 0 | 集中禁止的失败模式,设置为 1 以拒绝玩家加入,如果它关闭(参见 wiki) |
server.bansservertimeout | 5 | 集中禁止 Web 服务器请求的超时(以秒为单位) |
server.bleedingarmor | 1 | |
server.bleedingdamage | 1 | |
服务器分支 | ||
服务器.bulletarmor | 1 | |
server.bulletdamage | 1 | |
server.ceilinglightgrowablerange | 3 | |
server.ceilinglightheight 偏移量 | 3 | |
server.censorplayerlist | 真的 | 审查 Steam 玩家列表,使玩家追踪更加困难 |
server.cheatreport | ||
服务器.电影 | 错误的 | |
服务器战斗日志 | 获取玩家战斗日志 | |
server.combatlog_outgoing | 获取玩家战斗日志,只显示输出伤害 | |
server.combatlogdelay | 10 | |
server.combatlogsize | 30 | |
server.composterupdateinterval | 300 | |
server.compression | 错误的 | |
server.corpsedespawn | 300 | |
服务器.尸体 | 真的 | |
server.crawlingmaximumhealth | 12 | 玩家死亡并进入爬行受伤状态时给予的最大初始生命值 |
server.crawlingminimumhealth | 7 | 当玩家死亡并进入爬行受伤状态时给予的最低初始生命值 |
server.cycletime | 500 | |
server.debrisdespawn | 30 | |
服务器描述 | ||
server.dropitems | 真的 | |
服务器.加密 | 2 | |
server.entitybatchsize | 100 | |
server.entitybatchtime | 1 | |
server.entityrate | 16 | |
server.events | 真的 | |
服务器.fps | ||
server.funwaterdamagethreshold | 0.8 | |
server.funwaterwetnessgain | 0.05 | |
server.gamemode | ||
服务器.globalchat | 真的 | |
server.headerimage | ||
服务器.主机名 | ||
server.identity | ||
server.idlekick | 30分钟) | |
server.idlekickadmins | 0 | |
server.idlekickmode | 1 | |
server.incapacitatedrecoverchance | 0.1 | 伤残状态后恢复的基本几率 |
服务器.ip | ||
server.ipqueriespermin | 30 | |
server.itemdespawn | 300 | |
服务器级别 | 程序图 | |
server.leveltransfer | 真的 | |
server.levelurl | ||
server.logoimage | ||
server.maxcommandpacketsize | 1000000 | |
server.maxcommandspersecond | 100 | |
server.maxconnectionsperip | 5 | |
server.maxpacketssize | 5000000 | |
server.maxpacketssize_command | 100000 | |
server.maxpacketspersecond | 1500 | |
server.maxpacketspersecond_command | 100 | |
server.maxpacketspersecond_rpc | 200 | |
server.maxpacketspersecond_rpc_signal | 50 | |
server.maxpacketspersecond_tick | 300 | |
server.maxpacketspersecond_voice | 100 | |
server.maxpacketspersecond_world | 1 | |
服务器.maxplayers | 10 | |
server.maxreceivetime | 20 | |
server.maxrpcspersecond | 200 | |
server.maxtickspersecond | 300 | |
服务器.maxunack | 4 | |
server.meleearmor | 1 | |
server.meleedamage | 1 | |
server.metabolismtick | 1 | |
server.modifiertickrate | 1 | |
服务器.motd | ||
服务器.netcache | 真的 | |
server.netcachesize | 0 | |
服务器.netlog | 错误的 | |
server.nonplanterdeathchancepertick | 0.005 | |
server.official | 错误的 | |
server.optimalplanterqualitysaturation | 0.6 | |
server.packetlog | ||
server.packetlog_enabled | 错误的 | |
server.plantlightdetection | 真的 | |
服务器.planttick | 60 | |
server.planttickscale | 1 | |
server.playerlistpos | 打印服务器上所有玩家的位置 | |
server.playerserverfall | 真的 | |
server.playertimeout | 60 | |
服务器端口 | 28015 | |
服务器.printeyes | 打印当前玩家的眼睛。 | |
服务器.printpos | 打印当前玩家位置。 | |
服务器.printrot | 打印当前玩家轮换。 | |
服务器.pve | 错误的 | |
server.queriespersecond | 2000 | |
server.queryport | 0 | |
server.radiation | 真的 | |
服务器.readcfg | ||
server.respawnresetrange | 50 | |
server.rewounddelay | 60 | |
服务器.rpclog | ||
server.rpclog_enabled | 错误的 | |
服务器.salt | 1 | |
server.save | 强制保存当前游戏 | |
server.savebackupcount | 2 | |
server.savecachesize | 367218 | |
server.saveinterval | 600 | |
服务器.schematime | 1800 | |
server.secure | 真的 | |
服务器种子 | 真的 | |
server.sendnetworkupdate | 为所有玩家发送网络更新 | |
server.setshowholstereditems | 在玩家身上显示被套上的物品 | |
server.showholstereditems | 真的 | |
服务器.snapshot | 这会发送客户端 pv 中所有实体的快照。这主要是多余的,但是当客户开始录制演示时我们会要求这样做……所以他们可以获得所有信息。 | |
server.sprinklereyeheightoffset | 3 | |
server.sprinklerradius | 3 | |
服务器稳定性 | 真的 | |
server.start | 启动服务器 | |
服务器.stats | 错误的 | |
服务器.stop | 停止服务器 | |
服务器标签 | 逗号分隔的服务器浏览器标记值(参见 wiki)() | |
server.tickrate | 10 | |
server.updatebatch | 512 | |
server.updatebatchspawn | 1024 | |
服务器.url | ||
server.useminimumplantcondition | 真的 | |
服务器.worldsize | ||
server.woundedmaxfoodandwaterbonus | 0.25 | 根据玩家的食物和水位,增加基础受伤/丧失行动能力恢复机会的最大百分比 |
server.woundedrecoverchance | 0.2 | 爬行受伤状态后的基础恢复几率 |
server.woundingenabled | 真的 | |
服务器.writecfg | 写入配置文件 | |
simpleshark.disable | 错误的 | |
simpleshark.forcesurfaceamount | 0 | |
slotmachine.forcepayoutindex | -1 | |
snowmobile.allowpassengeronly | 错误的 | 在没有司机的情况下允许作为乘客安装 |
雪地摩托.allterrain | 错误的 | 如果为真,雪地摩托在所有地形类型上都能快速行驶 |
snowmobile.outsidedecayminutes | 1440 | 雪地摩托在户外多久会失去所有健康 |
spawn.cargoshipevent | ||
spawn.fill_groups | ||
spawn.fill_individuals | ||
spawn.fill_populations | ||
spawn.max_density | 1 | |
spawn.max_rate | 1 | |
spawn.min_density | 0.5 | |
spawn.min_rate | 0.5 | |
spawn.player_base | 100 | |
spawn.player_scale | 2 | |
spawn.report | ||
spawn.respawn_groups | 真的 | |
spawn.respawn_individuals | 真的 | |
spawn.respawn_populations | 真的 | |
spawn.scalars | ||
spawn.tick_individuals | 300 | |
spawn.tick_populations | 60 | |
稳定性.准确度 | 0.001 | |
稳定性.collapse | 0.05 | |
稳定性.refresh_stability | ||
稳定性.稳定性队列 | 9 | |
稳定打击 | 10 | |
稳定性.周围队列 | 3 | |
稳定性.详细 | 0 | |
雄鹿种群 | 3 | 服务器上的活跃人口,每平方公里 |
supply.call | ||
供应.drop | ||
电话管理器.maxcalllength | 120 | |
电话管理器.maxconcurrentcalls | 10 | |
电话管理器.printallphones | ||
time.fixeddelta | 0.0625 | |
time.maxdelta | 0.125 | |
time.pausewhileloading | 真的 | |
时间.时间尺度 | 1 | |
tree.global_broadcast | 错误的 | |
tree.global_broadcast | 错误的 | |
上传签名 | ||
vehicle.boat_corpse_seconds | 300 | |
车辆残骸 | 真的 | 确定模块化汽车在被摧毁时是否会变成残骸,或者只是立即变成废品。 |
车辆.电影火车 | 错误的 | 如果为真,火车总是在被摧毁时爆炸,撞到障碍物总是会立即摧毁火车。 |
车辆.fixcars | ||
车辆交换座位 | ||
vehicle.vehiclesdroploot | 真的 | 确定车辆被摧毁时是否掉落存储物品。 |
访问攻击 | 错误的 | |
视力损害 | 错误的 | |
访问命中框 | 错误的 | |
vis.lineofight | 错误的 | |
vis.protection | 错误的 | |
粘感 | 错误的 | |
访问触发器 | 错误的 | |
可见弱点 | 错误的 | |
天气.atmosphere_brightness | -1 | |
天气.atmosphere_contrast | -1 | |
天气.atmosphere_mie | -1 | |
天气.atmosphere_rayleigh | -1 | |
天气.clear_chance | 0.8 | |
天气.cloud_attenuation | -1 | |
天气.cloud_brightness | -1 | |
天气.cloud_coloring | -1 | |
天气.cloud_coverage | -1 | |
天气.cloud_opacity | -1 | |
天气.cloud_saturation | -1 | |
天气.cloud_scattering | -1 | |
天气.cloud_sharpness | -1 | |
天气.cloud_size | -1 | |
天气.dust_chance | 0.05 | |
天气.fog | -1 | |
天气.fog_chance | 0.05 | |
天气.load | ||
天气.overcast_chance | 0 | |
天气.雨 | -1 | |
天气.rain_chance | 0.2 | |
天气.彩虹 | -1 | |
weather.report | ||
天气重置 | ||
天气.storm_chance | 0.1 | |
天气.雷 | -1 | |
天气.wetness_rain | 0.4 | |
天气.wetness_snow | 0.2 | |
天气.风 | -1 | |
狼群 | 2 | 服务器上的活跃人口,每平方公里 |
Workshop.print_approved_skins | 为特定楼层渲染当前地图的水下实验室的 PNG | |
世界缓存 | 真的 | |
world.renderlabs | ||
world.rendermap | 渲染当前地图的高分辨率 PNG | |
world.rendertunnels | 渲染当前地图隧道网络的 PNG | |
启用圣诞节 | 错误的 | |
xmas.giftsperplayer | 2 | |
xmas.refill | ||
xmas.spawnattempts | 5 | |
圣诞节.spawnrange | 40 | |
僵尸人口 | 0 | 服务器上的活跃人口,每平方公里 |
英文版:
Admin Command | Default | Description |
app.publicip | ||
player.printpresence | ||
weather.atmosphere_directionality | -1 | |
ai.accuratevisiondistance | TRUE | |
ai.allowdesigning | TRUE | |
ai.animal_ignore_food | TRUE | If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). |
ai.brainstats | ||
ai.frametime | 5 | |
ai.groups | TRUE | |
ai.ignoreplayers | FALSE | |
ai.killscientists | ||
ai.move | TRUE | |
ai.nav_carve_height | 2 | The height of the carve volume. |
ai.nav_carve_min_base_size | 2 | The minimum size we allow a carving volume to be. |
ai.nav_carve_min_building_blocks_to_apply_optimization | 25 | The minimum number of building blocks a building needs to consist of for this optimization to be applied. |
ai.nav_carve_size_multiplier | 4 | The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. |
ai.nav_carve_use_building_optimization | FALSE | If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. |
ai.navthink | TRUE | |
ai.npc_alertness_drain_rate | 0.01 | npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight. |
ai.npc_alertness_to_aim_modifier | 0.5 | This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. |
ai.npc_alertness_zero_detection_mod | 0.5 | npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. |
ai.npc_cover_compromised_cooldown | 10 | npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection. |
ai.npc_cover_info_tick_rate_multiplier | 20 | The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 |
ai.npc_cover_path_vs_straight_dist_max_diff | 2 | npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. |
ai.npc_cover_use_path_distance | TRUE | If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. |
ai.npc_deliberate_hit_randomizer | 0.85 | The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don’t want perfect hits with every shot). |
ai.npc_deliberate_miss_offset_multiplier | 1.25 | The offset with which the NPC will maximum miss the target. |
ai.npc_deliberate_miss_to_hit_alignment_time | The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5) | |
ai.npc_door_trigger_size | 1.5 | npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it |
ai.npc_enable | TRUE | If npc_enable is set to false then npcs won’t spawn. |
ai.npc_families_no_hurt | TRUE | If npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other. |
ai.npc_gun_noise_silencer_modifier | 0.15 | The modifier by which a silencer reduce the noise that a gun makes when shot. |
ai.npc_htn_player_base_damage_modifier | 1.15 | Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. |
ai.npc_htn_player_frustration_threshold | 3 | npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. |
ai.npc_ignore_chairs | TRUE | If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs. |
ai.npc_junkpile_a_spawn_chance | 0.1 | npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. |
ai.npc_junkpile_dist_aggro_gate | 8 | npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. |
ai.npc_junkpile_g_spawn_chance | 0.1 | npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. |
ai.npc_max_junkpile_count | 30 | npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) |
ai.npc_max_population_military_tunnels | 3 | npc_max_population_military_tunnels defines the size of the npc population at military tunnels. |
ai.npc_max_roam_multiplier | 3 | This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. |
ai.npc_only_hurt_active_target_in_safezone | TRUE | If npc_only_hurt_active_target_in_safezone is true, npcs won’t any player other than their actively targeted player when in a safe zone. |
ai.npc_patrol_point_cooldown | 5 | npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again |
ai.npc_reasoning_system_tick_rate_multiplier | 1 | The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 |
ai.npc_respawn_delay_max_military_tunnels | 1920 | npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. |
ai.npc_respawn_delay_min_military_tunnels | 480 | npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. |
ai.npc_sensory_system_tick_rate_multiplier | 5 | The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 |
ai.npc_spawn_on_cargo_ship | TRUE | Spawn NPCs on the Cargo Ship. |
ai.npc_spawn_per_tick_max_military_tunnels | 1 | npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. |
ai.npc_spawn_per_tick_min_military_tunnels | 1 | npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. |
ai.npc_speed_crouch_run | 0.25 | npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. |
ai.npc_speed_crouch_walk | 0.1 | npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. |
ai.npc_speed_run | 0.4 | npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. |
ai.npc_speed_sprint | 1 | npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. |
ai.npc_speed_walk | 0.18 | npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. |
ai.npc_use_new_aim_system | TRUE | If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. |
ai.npc_use_thrown_weapons | TRUE | If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. |
ai.npc_valid_aim_cone | 0.8 | npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. |
ai.npc_valid_mounted_aim_cone | 0.92 | npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. |
ai.npcswimming | TRUE | |
ai.ocean_patrol_path_iterations | 100000 | |
ai.selectnpclookatserver | ||
ai.sensetime | 1 | |
ai.setdestinationsamplenavmesh | TRUE | |
ai.sleepwake | TRUE | |
ai.sleepwakestats | ||
ai.spliceupdates | TRUE | |
ai.think | TRUE | |
ai.tickrate | 5 | |
ai.usecalculatepath | TRUE | |
ai.usegrid | TRUE | |
ai.usesetdestinationfallback | TRUE | |
ai.wakesleepingai | ||
aibrainsenses.humanknownplayerslosupdateinterval | 0.2 | |
aibrainsenses.knownplayerslosupdateinterval | 0.5 | |
aibrainsenses.updateinterval | 0.5 | |
aimanager.ai_dormant | TRUE | If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well. |
aimanager.ai_dormant_max_wakeup_per_tick | 30 | ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. |
aimanager.ai_htn_animal_tick_budget | 4 | ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. |
aimanager.ai_htn_player_junkpile_tick_budget | 4 | ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. |
aimanager.ai_htn_player_tick_budget | 4 | ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. |
aimanager.ai_htn_use_agency_tick | TRUE | If ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions. |
aimanager.ai_to_player_distance_wakeup_range | 160 | If an agent is beyond this distance to a player, it’s flagged for becoming dormant. |
aimanager.nav_disable | FALSE | If set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move |
aimanager.nav_obstacles_carve_state nav_obstacles_carve_state | 2 | defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve. (2) |
aimanager.nav_wait | TRUE | If true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background. |
aimanager.pathfindingiterationsperframe | 100 | The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500. |
aimanager.setdestination_navmesh_failsafe | FALSE | If set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. |
aithinkmanager.animalframebudgetms | 2.5 | |
aithinkmanager.framebudgetms | 2.5 | |
aithinkmanager.petframebudgetms | 1 | |
antihack.admincheat | TRUE | |
antihack.build_losradius | 0.01 | |
antihack.build_terraincheck | TRUE | |
antihack.debuglevel | 1 | |
antihack.enforcementlevel | 1 | |
antihack.eye_clientframes | 2 | |
antihack.eye_forgiveness | 0.5 | |
antihack.eye_history_forgiveness | 0.1 | |
antihack.eye_history_penalty | 100 | |
antihack.eye_losradius | 0.2 | |
antihack.eye_noclip_backtracking | 0.01 | |
antihack.eye_noclip_cutoff | 0.01 | |
antihack.eye_noclip_margin | 0.21 | |
antihack.eye_penalty | 0 | |
antihack.eye_protection | 4 | |
antihack.eye_serverframes | 2 | |
antihack.eye_terraincheck | TRUE | |
antihack.flyhack_extrusion | 2 | |
antihack.flyhack_forgiveness_horizontal | 1.5 | |
antihack.flyhack_forgiveness_horizontal_inertia | 10 | |
antihack.flyhack_forgiveness_vertical | 1.5 | |
antihack.flyhack_forgiveness_vertical_inertia | 10 | |
antihack.flyhack_margin | 0.05 | |
antihack.flyhack_maxsteps | 15 | |
antihack.flyhack_penalty | 100 | |
antihack.flyhack_protection | 3 | |
antihack.flyhack_rejec | FALSE | |
antihack.flyhack_stepsize | 0.1 | |
antihack.forceposition | TRUE | |
antihack.maxdeltatime | 1 | |
antihack.maxdesync | 1 | |
antihack.maxviolation | 100 | |
antihack.melee_clientframes | 2 | |
antihack.melee_forgiveness | 0.5 | |
antihack.melee_losforgiveness | 0.2 | |
antihack.melee_penalty | 0 | |
antihack.melee_protection | 4 | |
antihack.melee_serverframes | 2 | |
antihack.melee_terraincheck | TRUE | |
antihack.modelstate | TRUE | |
antihack.noclip_backtracking | 0.01 | |
antihack.noclip_margin | 0.09 | |
antihack.noclip_maxsteps | 15 | |
antihack.noclip_penalty | 0 | |
antihack.noclip_protection | 3 | |
antihack.noclip_reject | TRUE | |
antihack.noclip_stepsize | 0.1 | |
antihack.objectplacement | TRUE | |
antihack.projectile_anglechange | 60 | |
antihack.projectile_backtracking | 0.01 | |
antihack.projectile_clientframes | 2 | |
antihack.projectile_desync | 1 | |
antihack.projectile_forgiveness | 0.5 | |
antihack.projectile_losforgiveness | 0.2 | |
antihack.projectile_penalty | 0 | |
antihack.projectile_protection | 6 | |
antihack.projectile_serverframes | 2 | |
antihack.projectile_terraincheck | TRUE | |
antihack.projectile_trajectory | 1 | |
antihack.projectile_velocitychange | 1.1 | |
antihack.relaxationpause | 10 | |
antihack.relaxationrate | 0.1 | |
antihack.reporting | TRUE | |
antihack.speedhack_forgiveness | 2 | |
antihack.speedhack_forgiveness_inertia | 10 | |
antihack.speedhack_penalty | 0 | |
antihack.speedhack_protection | 2 | |
antihack.speedhack_reject | TRUE | |
antihack.speedhack_slopespeed | 10 | |
antihack.terrain_kill | TRUE | |
antihack.terrain_padding | 0.3 | |
antihack.terrain_penalty | 100 | |
antihack.terrain_protection | 1 | |
antihack.terrain_timeslice | 64 | |
antihack.tickhistoryforgiveness | 0.1 | |
antihack.tickhistorytime | 5 | |
antihack.userlevel | 2 | |
app.alarmcooldown | 30 | Cooldown time before alarms can send another notification (in seconds) |
app.connections | ||
app.info | ||
app.info | ||
app.listenip | ||
app.maxconnections | 500 | |
app.maxconnectionsperip | 5 | |
app.notifications | TRUE | Enables sending push notifications |
app.pair | ||
app.port | 28083 | |
app.queuelimit | 100 | Max number of queued messages – set to 0 to disable message processing |
app.resetlimiter | ||
app.serverid | ||
app.update | TRUE | Disables updating entirely – emergency use only |
baseboat.generate_paths | TRUE | |
basefirework.maxactivefireworks | 25 | |
basefishingrod.forcefail | FALSE | |
basefishingrod.forcesuccess | FALSE | |
basefishingrod.immediatehook | FALSE | |
basemission.missionsenabled | TRUE | |
basenavigator.basenavmovementframeinterval | 2 | How many frames between base navigation movement updates |
basenavigator.maxstepupdistance | 1.7 | The max step-up height difference for pet base navigation |
basenavigator.navtypedistance | 1 | |
basenavigator.navtypeheightoffset | 0.5 | |
basenavigator.stucktriggerduration | 10 | How long we are not moving for before trigger the stuck event |
basepet.movementupdatebudgetms | 1 | |
basepet.onlyqueuebasenavmovements | TRUE | |
basepet.queuedmovementsallowed | TRUE | |
baseplayer.lifestoryframebudgetms | 0.25 | |
baseridableanimal.decayminutes | 180 | How long before a horse dies unattended |
baseridableanimal.dungtimescale | 1 | |
baseridableanimal.framebudgetms | 1 | |
basesubmarine.deepwaterdecayminutes | 120 | How long before a submarine loses all its health while in deep water |
basesubmarine.outsidedecayminutes | 180 | How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used |
basesubmarine.oxygenminutes | 10 | How long a submarine can stay underwater until players start taking damage from low oxygen |
batching.verbose | 0 | |
bear.population | 2 | Population active on the server, per square km |
bigwheelgame.spinfrequencyseconds | 45 | |
boar.population | 5 | Population active on the server, per square km |
boombox.backtracklength | 30 | |
boombox.serverurllist | A list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc | |
bradley.enabled | TRUE | |
bradley.quickrespawn | ||
bradley.respawndelayminutes | 60 | |
bradley.respawndelayvariance | 1 | |
cargoship.egress_duration_minutes | 10 | |
cargoship.event_duration_minutes | 50 | |
cargoship.event_enabled | TRUE | |
cargoship.loot_round_spacing_minutes | 10 | |
cargoship.loot_rounds | 3 | |
cassette.maxcassettefilesizemb | 5 | |
chat.cardgamesay | ||
chat.enabled | TRUE | |
chat.say | ||
chat.search | ||
chat.serverlog | TRUE | |
chat.tail | ||
chat.teamsay | ||
chicken.population | 3 | Population active on the server, per square km (3) |
cinematicentity.hideobjects | FALSE | Hides cinematic light source meshes (keeps lights visible) |
clothlod.clothloddist | 20 | distance cloth will simulate until |
codelock.lockoutcooldown | 900 | |
codelock.maxfailedattempts | 8 | |
commands.echo | ||
commands.find | ||
console.search | ||
console.tail | ||
construct.frameminutes | 30 | |
coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height | 2 | defines the height of the steps we do vertically for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). |
coverpointvolume.cover_point_sample_step_size | 6 | cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). |
craft.add | ||
craft.cancel | ||
craft.canceltask | ||
craft.fasttracktask | ||
craft.instant | FALSE | |
cui.endtest | ||
cui.test | ||
data.export | ||
debug.breakheld | Break the current held object | |
debug.breakitem | Break all the items in your inventory whose name match the passed string | |
debug.callbacks | FALSE | |
debug.checkparentingtriggers | TRUE | |
debug.checktriggers | FALSE | |
debug.debugdismounts | FALSE | Shows some debug info for dismount attempts. |
debug.disablecondition | FALSE | Do not damage any items |
debug.drink | ||
debug.eat | ||
debug.flushgroup | Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again | |
debug.heal | ||
debug.hurt | ||
debug.log | TRUE | |
debug.noclip | Toggle admin no clipping | |
debug.puzzleprefabrespawn | respawn all puzzles from their prefabs | |
debug.puzzlereset | reset all puzzles | |
debug.refillvitals | ||
debug.renderinfo | ||
debug.resetsleepingbagtimers | ||
debug.stall | ||
decay.bracket_0_blockcount | 15 | Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain |
decay.bracket_0_costfraction | 0.1 | blocks within bracket 0 will cost this fraction per upkeep period to maintain |
decay.bracket_1_blockcount | 50 | Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain |
decay.bracket_1_costfraction | 0.15 | blocks within bracket 1 will cost this fraction per upkeep period to maintain |
decay.bracket_2_blockcount | 125 | Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain |
decay.bracket_2_costfraction | 0.2 | blocks within bracket 2 will cost this fraction per upkeep period to maintain |
decay.bracket_3_blockcount | 200 | Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain |
decay.bracket_3_costfraction | 0.333 | blocks within bracket 3 will cost this fraction per upkeep period to maintain |
decay.debug | FALSE | |
decay.delay_metal | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_override | 0 | When set to a value above 0 everything will decay with this delay |
decay.delay_stone | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_toptier | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_twig | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours |
decay.delay_wood | 0 | How long should this building grade decay be delayed when not protected by upkeep, in hours (0) |
decay.duration_metal | 8 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_override | 0 | When set to a value above 0 everything will decay with this duration |
decay.duration_stone | 5 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_toptier | 12 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_twig | 1 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.duration_wood | 3 | How long should this building grade take to decay when not protected by upkeep, in hours |
decay.outside_test_range | 50 | Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings |
decay.scale | 1 | |
decay.tick | 600 | |
decay.upkeep | TRUE | Is upkeep enabled |
decay.upkeep_grief_protection | 1440 (24 hours) | How many minutes can the upkeep cost last after the cupboard was destroyed? |
decay.upkeep_heal_scale | 1 | Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay |
decay.upkeep_inside_decay_scale | 0.1 | Scale at which objects decay when they are inside, default of |
decay.upkeep_period_minutes | 1440 (24 hours) | How many minutes does the upkeep cost last? |
demo.record | ||
demo.recordlist | ||
demo.recordlistmode | 0 | Controls the behavior of recordlist, 0=whitelist, 1=blacklist |
demo.splitmegabytes | 200 | |
demo.splitseconds | 3600 | |
demo.stop | ||
dungeonnavmesh.use_baked_terrain_mesh | TRUE | |
dynamicnavmesh.use_baked_terrain_mesh | FALSE | |
entity.debug_toggle | ||
entity.deleteby | Destroy all entities created by provided users (separate users by space) | |
entity.deletebytextblock | Destroy all entities created by users in the provided text block (can use with copied results from ent auth) | |
entity.find_entity | ||
entity.find_group | ||
entity.find_id | ||
entity.find_parent | ||
entity.find_radius | ||
entity.find_self | ||
entity.find_status | ||
entity.nudge | ||
entity.spawn | ||
entity.spawnat | ||
entity.spawnhere | ||
entity.spawnitem | ||
entity.spawnlootfrom | ||
env.addtime | ||
env.day | 1月31日 | |
env.month | 1月12日 | |
env.oceanlevel | 0 | |
env.progresstime | TRUE | |
env.time | ||
env.year | 2024 | |
excavatorsignalcomputer.chargeneededforsupplies | 600 | |
fps.limit | 256 | |
frankensteinbrain.movetowardsrate | 1 | |
frankensteinpet.decayminutes | 180 | How long before a Frankenstein Pet dies un controlled and not asleep on table |
gamemode.set | ||
gamemode.setteam | ||
gamemodesoftcore.reclaim_fraction_belt | 0.5 | |
gamemodesoftcore.reclaim_fraction_main | 0.5 | |
gamemodesoftcore.reclaim_fraction_wear | 0 | |
gc.alloc | ||
gc.collect | ||
gc.enabled | TRUE | |
gc.incremental_enabled | TRUE | |
gc.incremental_milliseconds | 3 | |
gc.unload | ||
global.admintime | -1 | If > 1 the time of day (hour) will be forced to this. |
global.adminui_requestplayerlist | ||
global.adminui_requestserverconvars | ||
global.adminui_requestserverinfo | ||
global.allowadminui | TRUE | Controls whether the in-game admin UI is displayed to admins |
global.ban | ban <player> <reason> [optional duration] | |
global.banid | banid <steamid> <username> <reason> [optional duration] | |
global.banlist | List of banned users (sourceds compat) | |
global.banlistex | List of banned users – shows reasons and usernames | |
global.bans | List of banned users | |
global.breakclothing | ||
global.breakitem | ||
global.buildinfo | Get information about this build | |
global.carstats | Get information about all the cars in the world | |
global.clientperf | ||
global.colliders | ||
global.developer | 0 | |
global.dump | ||
global.entid | ||
global.error | ||
global.free | ||
global.god | FALSE | |
global.injure | ||
global.kick | ||
global.kickall | ||
global.kill | ||
global.killplayer | ||
global.listid | List of banned users, by ID (sourceds compat) | |
global.maxthreads | 8 | |
global.moderatorid | ||
global.mute | ||
global.mutelist | Print a list of currently muted players | |
global.objects | ||
global.ownerid | ||
global.perf | 0-9 | |
global.playerlist | Get a list of players | |
global.players | Print out currently connected clients etc | |
global.queue | ||
global.quit | ||
global.removemoderator | ||
global.removeowner | ||
global.report | ||
global.respawn | ||
global.respawn_sleepingbag | ||
global.respawn_sleepingbag_remove | ||
global.restart | ||
global.say | Sends a message in chat | |
global.serverinfo | Get a list of information about the server | |
global.setinfo | ||
global.skipassetwarmup | FALSE | |
global.skipqueue | ||
global.sleep | ||
global.sleepingusers | Show user info for players on server. | |
global.sleepingusersinrange | Show user info for sleeping players on server in range of the player. | |
global.spectate | ||
global.sprayinauthduration | 30 | How long sprays will last when sprayed inside a players TC auth |
global.spraynoauthduration | 30 | How long sprays will last when sprayed outside a players TC auth |
global.stats | Print out stats of currently connected clients | |
global.status | Print out currently connected clients | |
global.status_sv | ||
global.steamnetdebug | 0 | Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 8 = max) |
global.steamsendbuffer | 524288 | Upper limit of buffered pending bytes to be sent |
global.steamsendverify | TRUE | |
global.steamstatus | ||
global.subscriptions | ||
global.sysinfo | ||
global.sysuid | ||
global.teaminfo | ||
global.teleport | ||
global.teleport2autheditem | ||
global.teleport2death | ||
global.teleport2marker | ||
global.teleport2me | ||
global.teleport2owneditem | ||
global.teleportany | ||
global.teleportlos | ||
global.teleportpos | ||
global.textures | ||
global.unban | ||
global.unmute | ||
global.users | Show user info for players on server. | |
global.usersinrange | Show user info for players on server in range of the player. | |
global.version | ||
growableentity.framebudgetms | 0.25 | |
growableentity.growall | ||
hackablelockedcrate.decayseconds | 7200 | How many seconds until the crate is destroyed without any hack attempts |
hackablelockedcrate.requiredhackseconds | 900 | How many seconds for the crate to unlock |
halloween.enable | FALSE | |
halloween.murdererpopulation | 0 | Population active on the server, per square km |
halloween.scarecrow_beancan_vs_player_dmg_modifier | 0.1 | Modified damage from beancan explosion vs players |
halloween.scarecrow_body_dmg_modifier | 0.25 | Modifier to how much damage scarecrows take to the body. |
halloween.scarecrow_chase_stopping_distance | 0.5 | Stopping distance for destinations set while chasing a target |
halloween.scarecrow_throw_beancan_global_delay | 8 (seconds) | The delay globally on a server between each time a scarecrow throws a beancan |
halloween.scarecrowpopulation | 0 | Population active on the server, per square km |
halloween.scarecrows_throw_beancans | TRUE | Scarecrows can throw beancans |
heli.bulletaccuracy | 2 | |
heli.bulletdamagescale | 1 | |
heli.call | ||
heli.calltome | ||
heli.drop | ||
heli.guns | 1 | |
heli.lifetimeminutes | 15 | |
heli.strafe | ||
heli.testpuzzle | ||
hierarchy.cd | ||
hierarchy.del | ||
hierarchy.ls | ||
horse.population | 0 | Population active on the server, per square km |
hotairballoon.outsidedecayminutes | 180 | How long before a HAB loses all its health while outside |
hotairballoon.population | 1 | Population active on the server |
hotairballoon.serviceceiling | 200 | |
inventory.copyto | Copies the players inventory to the player in front of them | |
inventory.defs | ||
inventory.deployloadout | Deploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim | |
inventory.deployloadoutinrange | Deploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30 | |
inventory.endloot | ||
inventory.equipslot | ||
inventory.equipslottarget | ||
inventory.give | ||
inventory.giveall | ||
inventory.givearm | ||
inventory.giveid | ||
inventory.giveto | ||
inventory.lighttoggle | Prints all saved inventory loadouts | |
inventory.listloadouts | ||
inventory.reloaddefs | ||
inventory.resetbp | ||
inventory.saveloadout | Saves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname | |
inventory.unlockall | ||
ioentity.backtracking | 8 | |
ioentity.framebudgetms | 1 | |
ioentity.responsetime | 0.1 | |
junkpilewater.framebudgetms | 0.25 | |
manifest.printmanifest | ||
manifest.printmanifestraw | ||
megaphone.megaphonevoicerange | 100 | |
memsnap.full | ||
memsnap.managed | ||
memsnap.native | ||
meta.add | add <convar> <amount> – adds amount to convar | |
minicopter.insidedecayminutes | 2880 | How long before a minicopter loses all its health while indoors |
minicopter.outsidedecayminutes | 480 | How long before a minicopter loses all its health while outside |
minicopter.population | 0 | Population active on the server |
mlrs.brokendownminutes | 10 | How many minutes before the MLRS recovers from use and can be used again |
modularcar.outsidedecayminutes | 864 | How many minutes before a ModularCar loses all its health while outside |
modularcar.population | 3 | Population active on the server |
monumentnavmesh.use_baked_terrain_mesh | TRUE | |
motorrowboat.deepwaterdecayminutes | 120 | How long before a boat loses all its health while in deep water |
motorrowboat.outsidedecayminutes | 180 | How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used |
motorrowboat.population | 1 | Population active on the server |
net.visdebug | FALSE | |
net.visibilityradiusfaroverride | -1 | |
net.visibilityradiusnearoverride | -1 | |
note.update | ||
npcautoturret.sleeperhostiledelay | 1200 | How many seconds until a sleeping player is considered hostile |
petbrain.controldistance | 100 | |
petbrain.drownindeepwater | TRUE | |
petbrain.drowntimer | 15 | |
petbrain.idlewhenownermounted | TRUE | |
petbrain.idlewhenownerofflineordead | TRUE | |
physics.autosynctransforms | TRUE | |
physics.batchsynctransforms | TRUE | |
physics.bouncethreshold | 2 | |
physics.droppedmode | 2 | The collision detection mode that dropped items and corpses should use (2) |
physics.gravity | 1 | Gravity multiplier |
physics.groundwatchdebug | FALSE | |
physics.groundwatchdelay | 0.1 | |
physics.groundwatchfails | 1 | |
physics.minsteps | 8 | The slowest physics steps will operate |
physics.sendeffects | TRUE | Send effects to clients when physics objects collide |
physics.sleepthreshold | 0.005 | |
physics.solveriterationcount | 3 | The default solver iteration count permitted for any rigid bodies. Must be positive |
physics.steps | 16 | The amount of physics steps per second |
player.abandonmission | ||
player.cinematic_gesture | ||
player.cinematic_play | ||
player.cinematic_stop | ||
player.copyrotation | ||
player.createskull | ||
player.dismount | ||
player.fillwater | ||
player.gotosleep | ||
player.markhostile | ||
player.mount | ||
player.noclipspeed | 10 | |
player.noclipspeedfast | 50 | |
player.noclipspeedslow | 2 | |
player.printstats | ||
player.resetstate | Resets the PlayerState of the given player | |
player.swapseat | ||
player.swapseat | ||
player.tickrate_cl | 20 | |
player.tickrate_sv | 16 | |
player.wakeupall | ||
playerinventory.forcebirthday | FALSE | |
polarbear.population | 1 | Population active on the server, per square km |
pool.clear_assets | ||
pool.clear_memory | ||
pool.clear_prefabs | ||
pool.debug | FALSE | |
pool.enabled | TRUE | |
pool.export_prefabs | ||
pool.mod | 2 | |
pool.prewarm | TRUE | |
pool.print_assets | ||
pool.print_memory | ||
pool.print_prefabs | ||
profile.start | ||
profile.stop | ||
rcon.ip | ||
rcon.port | 28016 | |
rcon.print | FALSE | If true, rcon commands etc will be printed in the console |
rcon.web | TRUE | If set to true, use websocket rcon. If set to false use legacy, source engine rcon. |
reclaimmanager.reclaim_expire_minutes | 120 | |
relationshipmanager.acceptinvite | ||
relationshipmanager.addtoteam | ||
relationshipmanager.contacts | TRUE | |
relationshipmanager.fakeinvite | ||
relationshipmanager.forgetafterminutes | 960 | |
relationshipmanager.kickmember | ||
relationshipmanager.leaveteam | ||
relationshipmanager.maxplayerrelationships | 128 | |
relationshipmanager.maxteamsize | 8 | |
relationshipmanager.mugshotupdateinterval | 300 | |
relationshipmanager.promote | ||
relationshipmanager.rejectinvite | ||
relationshipmanager.seendistance | 10 | |
relationshipmanager.sendinvite | ||
relationshipmanager.sleeptoggle | ||
relationshipmanager.trycreateteam | ||
relationshipmanager.wipe_all_contacts | ||
relationshipmanager.wipecontacts | ||
rhib.rhibpopulation | 0 | Population active on the server |
ridablehorse.population | 2 | Population active on the server, per square km |
ridablehorse.sethorsebreed | ||
samsite.staticrepairseconds | 1200 | how long until static sam sites auto repair |
santasleigh.altitudeaboveterrain | 50 | |
santasleigh.desiredaltitude | 60 | |
santasleigh.drop | ||
scraptransporthelicopter.population | 0 | Population active on the server |
sentry.hostileduration | 120 | how long until something is considered hostile after it attacked |
sentry.targetall | FALSE | target everyone regardless of authorization |
server.arrowarmor | 1 | |
server.arrowdamage | 1 | |
server.artificialtemperaturegrowablerange | 4 | |
server.authtimeout | 60 | |
server.backup | Backup server folder | |
server.bansserverendpoint | HTTP API endpoint for centralized banning (see wiki) | |
server.bansserverfailuremode | 0 | Failure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki) |
server.bansservertimeout | 5 | Timeout (in seconds) for centralized banning web server requests |
server.bleedingarmor | 1 | |
server.bleedingdamage | 1 | |
server.branch | ||
server.bulletarmor | 1 | |
server.bulletdamage | 1 | |
server.ceilinglightgrowablerange | 3 | |
server.ceilinglightheightoffset | 3 | |
server.censorplayerlist | TRUE | Censors the Steam player list to make player tracking more difficult |
server.cheatreport | ||
server.cinematic | FALSE | |
server.combatlog | Get the player combat log | |
server.combatlog_outgoing | Get the player combat log, only showing outgoing damage | |
server.combatlogdelay | 10 | |
server.combatlogsize | 30 | |
server.composterupdateinterval | 300 | |
server.compression | FALSE | |
server.corpsedespawn | 300 | |
server.corpses | TRUE | |
server.crawlingmaximumhealth | 12 | Maximum initial health given when a player dies and moves to crawling wounded state |
server.crawlingminimumhealth | 7 | Minimum initial health given when a player dies and moves to crawling wounded state |
server.cycletime | 500 | |
server.debrisdespawn | 30 | |
server.description | ||
server.dropitems | TRUE | |
server.encryption | 2 | |
server.entitybatchsize | 100 | |
server.entitybatchtime | 1 | |
server.entityrate | 16 | |
server.events | TRUE | |
server.fps | ||
server.funwaterdamagethreshold | 0.8 | |
server.funwaterwetnessgain | 0.05 | |
server.gamemode | ||
server.globalchat | TRUE | |
server.headerimage | ||
server.hostname | ||
server.identity | ||
server.idlekick | 30 (minutes) | |
server.idlekickadmins | 0 | |
server.idlekickmode | 1 | |
server.incapacitatedrecoverchance | 0.1 | Base chance of recovery after incapacitated wounded state |
server.ip | ||
server.ipqueriespermin | 30 | |
server.itemdespawn | 300 | |
server.level | Procedural Map | |
server.leveltransfer | TRUE | |
server.levelurl | ||
server.logoimage | ||
server.maxcommandpacketsize | 1000000 | |
server.maxcommandspersecond | 100 | |
server.maxconnectionsperip | 5 | |
server.maxpacketsize | 5000000 | |
server.maxpacketsize_command | 100000 | |
server.maxpacketspersecond | 1500 | |
server.maxpacketspersecond_command | 100 | |
server.maxpacketspersecond_rpc | 200 | |
server.maxpacketspersecond_rpc_signal | 50 | |
server.maxpacketspersecond_tick | 300 | |
server.maxpacketspersecond_voice | 100 | |
server.maxpacketspersecond_world | 1 | |
server.maxplayers | 10 | |
server.maxreceivetime | 20 | |
server.maxrpcspersecond | 200 | |
server.maxtickspersecond | 300 | |
server.maxunack | 4 | |
server.meleearmor | 1 | |
server.meleedamage | 1 | |
server.metabolismtick | 1 | |
server.modifiertickrate | 1 | |
server.motd | ||
server.netcache | TRUE | |
server.netcachesize | 0 | |
server.netlog | FALSE | |
server.nonplanterdeathchancepertick | 0.005 | |
server.official | FALSE | |
server.optimalplanterqualitysaturation | 0.6 | |
server.packetlog | ||
server.packetlog_enabled | FALSE | |
server.plantlightdetection | TRUE | |
server.planttick | 60 | |
server.planttickscale | 1 | |
server.playerlistpos | Prints the position of all players on the server | |
server.playerserverfall | TRUE | |
server.playertimeout | 60 | |
server.port | 28015 | |
server.printeyes | Print the current player eyes. | |
server.printpos | Print the current player position. | |
server.printrot | Print the current player rotation. | |
server.pve | FALSE | |
server.queriespersecond | 2000 | |
server.queryport | 0 | |
server.radiation | TRUE | |
server.readcfg | ||
server.respawnresetrange | 50 | |
server.rewounddelay | 60 | |
server.rpclog | ||
server.rpclog_enabled | FALSE | |
server.salt | 1 | |
server.save | Force save the current game | |
server.savebackupcount | 2 | |
server.savecachesize | 367218 | |
server.saveinterval | 600 | |
server.schematime | 1800 | |
server.secure | TRUE | |
server.seed | TRUE | |
server.sendnetworkupdate | Send network update for all players | |
server.setshowholstereditems | Show holstered items on player bodies | |
server.showholstereditems | TRUE | |
server.snapshot | This sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information. | |
server.sprinklereyeheightoffset | 3 | |
server.sprinklerradius | 3 | |
server.stability | TRUE | |
server.start | Starts a server | |
server.stats | FALSE | |
server.stop | Stops a server | |
server.tags | Comma-separated server browser tag values (see wiki) () | |
server.tickrate | 10 | |
server.updatebatch | 512 | |
server.updatebatchspawn | 1024 | |
server.url | ||
server.useminimumplantcondition | TRUE | |
server.worldsize | ||
server.woundedmaxfoodandwaterbonus | 0.25 | Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level |
server.woundedrecoverchance | 0.2 | Base chance of recovery after crawling wounded state |
server.woundingenabled | TRUE | |
server.writecfg | Writes config files | |
simpleshark.disable | FALSE | |
simpleshark.forcesurfaceamount | 0 | |
slotmachine.forcepayoutindex | -1 | |
snowmobile.allowpassengeronly | FALSE | Allow mounting as a passenger when there’s no driver |
snowmobile.allterrain | FALSE | If true, snowmobile goes fast on all terrain types |
snowmobile.outsidedecayminutes | 1440 | How long before a snowmobile loses all its health while outside |
spawn.cargoshipevent | ||
spawn.fill_groups | ||
spawn.fill_individuals | ||
spawn.fill_populations | ||
spawn.max_density | 1 | |
spawn.max_rate | 1 | |
spawn.min_density | 0.5 | |
spawn.min_rate | 0.5 | |
spawn.player_base | 100 | |
spawn.player_scale | 2 | |
spawn.report | ||
spawn.respawn_groups | TRUE | |
spawn.respawn_individuals | TRUE | |
spawn.respawn_populations | TRUE | |
spawn.scalars | ||
spawn.tick_individuals | 300 | |
spawn.tick_populations | 60 | |
stability.accuracy | 0.001 | |
stability.collapse | 0.05 | |
stability.refresh_stability | ||
stability.stabilityqueue | 9 | |
stability.strikes | 10 | |
stability.surroundingsqueue | 3 | |
stability.verbose | 0 | |
stag.population | 3 | Population active on the server, per square km |
supply.call | ||
supply.drop | ||
telephonemanager.maxcalllength | 120 | |
telephonemanager.maxconcurrentcalls | 10 | |
telephonemanager.printallphones | ||
time.fixeddelta | 0.0625 | |
time.maxdelta | 0.125 | |
time.pausewhileloading | TRUE | |
time.timescale | 1 | |
tree.global_broadcast | FALSE | |
tree.global_broadcast | FALSE | |
uploadsign | ||
vehicle.boat_corpse_seconds | 300 | |
vehicle.carwrecks | TRUE | Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. |
vehicle.cinematictrains | FALSE | If true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. |
vehicle.fixcars | ||
vehicle.swapseats | ||
vehicle.vehiclesdroploot | TRUE | Determines whether vehicles drop storage items when destroyed. |
vis.attack | FALSE | |
vis.damage | FALSE | |
vis.hitboxes | FALSE | |
vis.lineofsight | FALSE | |
vis.protection | FALSE | |
vis.sense | FALSE | |
vis.triggers | FALSE | |
vis.weakspots | FALSE | |
weather.atmosphere_brightness | -1 | |
weather.atmosphere_contrast | -1 | |
weather.atmosphere_mie | -1 | |
weather.atmosphere_rayleigh | -1 | |
weather.clear_chance | 0.8 | |
weather.cloud_attenuation | -1 | |
weather.cloud_brightness | -1 | |
weather.cloud_coloring | -1 | |
weather.cloud_coverage | -1 | |
weather.cloud_opacity | -1 | |
weather.cloud_saturation | -1 | |
weather.cloud_scattering | -1 | |
weather.cloud_sharpness | -1 | |
weather.cloud_size | -1 | |
weather.dust_chance | 0.05 | |
weather.fog | -1 | |
weather.fog_chance | 0.05 | |
weather.load | ||
weather.overcast_chance | 0 | |
weather.rain | -1 | |
weather.rain_chance | 0.2 | |
weather.rainbow | -1 | |
weather.report | ||
weather.reset | ||
weather.storm_chance | 0.1 | |
weather.thunder | -1 | |
weather.wetness_rain | 0.4 | |
weather.wetness_snow | 0.2 | |
weather.wind | -1 | |
wolf.population | 2 | Population active on the server, per square km |
workshop.print_approved_skins | Renders a PNG of the current map’s underwater labs, for a specific floor | |
world.cache | TRUE | |
world.renderlabs | ||
world.rendermap | Renders a high resolution PNG of the current map | |
world.rendertunnels | Renders a PNG of the current map’s tunnel network | |
xmas.enabled | FALSE | |
xmas.giftsperplayer | 2 | |
xmas.refill | ||
xmas.spawnattempts | 5 | |
xmas.spawnrange | 40 | |
zombie.population | 0 | Population active on the server, per square km |
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