Crysis 2 documentation
SETTING UP CRYSIS2 DEDICATED SERVERS BY RENTAL CUSTOMERS, VERSION: 212
Firstly please remember that this is not Crysis, nor is it Crysis Wars. There have been significant changes made to Crysis2, so please read this documentation carefully.
RCON CONNECTIVITY
Crysis 2 supports the same HTTP/XML-RPC protocol from Crysis and Crysis Wars. Your server provider will inform you of the IP, port and password required.
Once started, you can use a third party HTTP/XML-RPC client. Please note that any clients written for Crysis or Crysis Wars will not have knowledge of the levels and modes
available in Crysis 2, but player administration should still be possible. There is no internally developed HTTP/XML-RPC client available at this time.
Crysis 2 also supports the same rcon protocol from Crysis and Crysis Wars. Your server provider will inform you of the IP, port and password required.
Clients will be able to connect to the dedicated server by using the following command on their in-game console:
rcon_connect addr:%external IP of the dedicated server% port:%port as specified on the dedicated server% pass:%password as specified on the dedicated server%
Once connected, commands may be issued to the dedicated server by using the following command on their in-game console:rcon_command %command%
where %command% is the remote command that they wish to execute on the dedicated server, e.g. rcon_command sv_maxplayers 8
Clients may disconnect from the rcon server by using the following command on their in-game console:rcon_disconnect
LEVEL ROTATION.XML
Custom level rotation files can be created easily with a LevelRotation.xml file, using either built-in or custom playlists and variants. Once the LevelRotation.xml file has
been created (see examples below), place it in the root of the build (the same directory as dedicated.cfg).
Note: If you do not intend to change a setting it doesn’t need to be in the LevelRotation.xml file.
Note: we have provided two example LevelRotation.xml files for you to play with; one is standard and the other custom, and examples are embedded below too
Firstly, using a standard playlist:
<levelRotation name="TIA">
<!-- name can be 'Custom' or one of the inbuilt ones - 'TIA', 'IA', 'ASSAULT', 'CTF', 'CRASH', 'EXTRACTION' -->
<ServerInfo>
<Details name="Colin's Server" motd="Welcome to the server" imageUrl="http://fake.url/please/dont/go/here.jpg" />
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<Variant name="Standard">
<!-- Can be: 'Standard', 'BeginnersPlayground', 'Pro', 'Solo', 'Vanilla', 'SingleLife', 'FastRounds'
or 'Custom' - If custom, need to define list of options as shown below -->
</Variant>
</ServerInfo>
</levelRotation>
Secondly, using a custom playlist:
<levelRotation name="Custom"> <!-- name can be 'Custom' or one of the inbuilt ones - 'TIA', 'IA', 'ASSAULT', 'CTF', 'CRASH', 'EXTRACTION' -->
<ServerInfo>
<Details name="Colin's Server" password="abc" motd="Welcome to the server" maxPlayers="8" imageUrl="http://fake.url/please/dont/go/here.jpg" />
<!-- Can be: 'Standard', 'BeginnersPlayground', 'Pro', 'Solo', 'Vanilla', 'SingleLife', 'FastRounds' or 'Custom' - If custom,
<Variant name="Custom">
need to define list of options as shown below -->
<Option setting="g_maxHealthMultiplier 1.0" />
<!-- Multiplyer (default=1.0) -->
<Option setting="g_mpRegenerationRate 1" />
<!-- 0=slow, 1=normal, 2=fast (default=1) -->
<Option setting="g_friendlyfireratio 0.0" />
<!-- fraction of damage dealt to friendlies - can go negative to deal damage back to the person firing (default=0.0) -->
<Option setting="hud_radarTypeMP 1" />
<!-- 0=off, 1=normal, 2=always on (default=1) -->
<Option setting="g_mpHeadshotsOnly 0" />
<!-- 0=off, 1=only headshots (default=0) -->
<Option setting="g_allowCustomLoadouts 1" />
<!-- 0=no custom loadouts, 1=allow loadout (default=1) -->
<Option setting="g_allowSuitPerks 1" />
<!-- 0=no suit perks, 1=allow suit perks (default=1) -->
<Option setting="g_allowTeamPerks 1" />
<!-- 0=no team perks, 1=allow team perks (default=1) -->
<Option setting="hud_dogtagsEnable 1" />
<!-- 0=disable dogtags, 1=enable dogtags (default=1) -->
<Option setting="g_allowFatalityBonus 1" />
<!-- 0=disable fatality bonus,1=allow fatality bonus (default=1) -->
<Option setting="g_autoAssignTeams 1" />
<!-- 0=allow users to pick their team, 1=auto assign teams (default=1) -->
<Option setting="g_modevarivar_proHud 0" />
<!-- 0=use normal hud, 1=use pro hud (default=0) -->
<Option setting="g_modevarivar_disableNanosuit 0" />
<!-- 0=use suit, 1=disable suit (default=0) -->
<Option setting="g_modevarivar_disableKillCam 0" />
<!-- 0=allow killcam, 1=disable killcam (default=0) -->
<Option setting="g_modevarivar_disableSpectatorCam 0" /> <!-- 0=allow spectator camera, 1=disable spectator camera (default=0) -->
<Option setting="g_allowExplosives 1" />
<!-- 0=disable explosives,1=allow explosives (default=1) -->
<Option setting="g_forceWeapon -1" />
<!-- -1=allow all weapons, otherwise this is the index of the weapon that all players will be given (default= -1) -->
<Option setting="gl_time 45.0" />
<!-- Time spent in the lobby between games (default=45.0) -->
<Option setting="g_gameRules_startTimerLength 15.0" /> <!-- Time from first player loading to the game starting (default=15.0) -->
<Option setting="g_minplayerlimit 1" />
<!-- Number of required players for a game to start (default=6) -->
</Variant>
</ServerInfo>
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<level name="Wars/cw2_alien_vessel" gameRules="InstantAction" />
<level name="Wars/cw2_alien_vessel_small" gameRules="TeamInstantAction" />
<level name="Wars/cw2_church" gameRules="Extraction" />
<level name="Wars/cw2_city_hall" gameRules="CaptureTheFlag" />
<level name="Wars/cw2_collided_buildings" gameRules="TeamInstantAction" />
<level name="Wars/cw2_cxp_liberty" gameRules="CaptureTheFlag" />
<level name="Wars/cw2_cxp_liberty_mil" gameRules="TeamInstantAction" />
<level name="Wars/cw2_cxp_liberty_statue" gameRules="CrashSite" />
<level name="Wars/cw2_downtown" gameRules="Extraction" />
<level name="Wars/cw2_lighthouse" gameRules="CaptureTheFlag" />
<level name="Wars/cw2_pier" gameRules="Assault" />
<level name="Wars/cw2_rooftop_gardens" gameRules="CrashSite" />
<level name="Wars/cw2_terminal" gameRules="InstantAction" />
</levelRotation>
Note: In the line <Details name="Colin's Server" password="abc" motd="Welcome to the server" maxPlayers="8" />, maxPlayers can only be specified if
levelRotation="Custom", and must be between 2 and 16 inclusive.
Weapon Indices for g_forceWeapon (-1 means players choose weapons as normal):
Index
0
1
2
3
4
5
6
7
8
9
10
11
12
Weapon
Feline
Cell Feline
K-Volt
Cell K-Volt
SCAR
Camo SCAR
Desert SCAR
Cell SCAR
Grendel
SCARAB
Cell SCARAB
DSG1
Gauss
C2MP Dedicated Server Setup (Rental Customer)-2.docx
Index
12
13
14
15
16
17
18
19
20
21
22
23
24
Weapon
Gauss
Cell Gauss
Jackal
Marshall
Mk60
LTag
Mike
Cell Mike
Nova
Hammer
Cell Hammer
AY69
Revolver
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DEDICATED.CFG
It's possible for you to set up a custom level rotation file, or change CVARs directly. Changing any of the following will result in the match being UNRANKED. Users will be
informed via in-game UI.
g_timelimit
g_scoreLimit
g_minplayerlimit
g_autoReviveTime
g_roundlimit
g_numLives
g_maxHealthMultiplier
g_mpRegenerationRate
g_friendlyfireratio
hud_radarTypeMP
g_mpHeadshotsOnly
g_allowCustomLoadouts
g_allowSuitPerks
g_allowTeamPerks
hud_dogtagsEnable
g_allowFatalityBonus
g_modevarivar_proHud
g_modevarivar_disableNanosuit
g_modevarivar_disableKillCam
g_modevarivar_disableSpectatorCam
g_allowExplosives
g_forceWeapon
The following CVARs can be safely changed without affecting whether the match is ranked or not:
g_autoAssignTeams
gl_time
g_gameRules_startTimerLength
gl_initialTime
sv_maxPlayers
All these CVARs may be set in the dedicated.cfg file, or in the LevelRotation.xml file. If they're specified in multiple places, dedicated.cfg takes priority, followed by
LevelRotation.xml.
For example, if you have:
sv_maxPlayers=10 in dedicated.cfg, and
<Details name="Colin's Server" password="abc" motd="Welcome to the server" maxPlayers="8"/>
in LevelRotation.xml
Since dedicated.cfg takes priority, sv_maxPlayers would be 10. If it wasn't specified in dedicated.cfg the LevelRotation.xml setting of 8 would be applied.
Note: The minimum number of players for a ranked match is 4.
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ADDITIONAL COMMANDS FOR CONTROLLING A DEDICATED SERVER
sv_gamerules<mode>
- allows you to run a specific game variation:
Full Name
Instant Action
Team Instant Action
Capture The Flag
Crash Site
Assault
Extraction
Alias
IA
TIA
CTF
CS
AS
EXT
Alternate Alias
DM
TDM
Note: If you're starting the server using the startplaylist command (below), there is no need to set the game rules as the server will use whatever is specified in the
playlist
Note: sv_gamerules accepts the full name, alias or alternate alias as a parameter
INSTANT ACTION – Free-for-all deathmatch where everyone is an enemy. Whoever scores the most kills within the time limit, wins. You'll need to push the
Nanosuit to its limit swapping between armor mode and stealth as the action comes fast and heavy.
TEAM INSTANT ACTION – Two teams go head to head in this deathmatch mode. Your objective is to score more points than the opposing team within the time
limit by eliminating as many opponents as you can. Utilize the power of the Nanosuit, and good teamwork, to win!
CRASH SITE – This team-based mode sees two teams fight for control of alien pods. Alien ships will launch pods at various locations. Secure and hold the alien
pod sites to score points. Pods will expire over time so watch the skies and be ready to move on the next location!
CAPTURE THE RELAY – Two teams face off and try to capture one another's relays. Each team possesses a relay at their base which must be defended. To score
you must capture your enemies relay and deliver it to your base. Use the Nanosuit tactically to armor up and defend your base, or take the stealth approach and
sneak in to grab the enemy relay.
EXTRACTION – In this round-based mode one team must locate alien creatures called Ticks which are being guarded by the defending team, and bring them back
to the extraction point where an escape helicopter awaits. Extracting a tick gives the team an energy upgrade to the Nanosuit which can be used tactically to
capture the remaining ticks. There are two Ticks: an armor Tick and a stealth Tick
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ASSAULT – An asymmetrical game mode where one team play equipped with Nanosuits, attempting to infiltrate the enemy stronghold and download the vital
blueprints from terminals. The other team play as special force soldiers with brutal weaponry but without the dynamic abilities of the Nanosuit. Four rounds and
only one life per-player per-round. The team that manages to download the most data across the rounds wins
startplaylist<mode>__<modifier> - runs through all the maps of a particular mode and modifier
Mode
Assault
Crash
CTF
Extraction
IA
TIA
Solo
X
X
X
X
Standard
X
X
X
X
X
X
Pro
Vanilla
X
X
X
X
X
X
X
SingleLife
BeginnersPlayground
FastRounds
X
X
X
X
X
X
e.g. startplaylist IA__BeginnersPlayground
STANDARD – Regular version of the game mode for players of any rank. Supported on all game modes
BEGINNER'S PLAYGROUND – This mode is tailored for newcomers to the game, with participants limited to those of rank 10 and under. Supported on Instant
Action and Team Instant Action only
PRO – Pro mode allows hardened veterans to battle with reduced health, limited HUD and without support bonuses. Supported on Instant Action, Team Instant
Action, Crash Site, Capture the Relay and Extraction only
CLASSIC – In Classic mode players battle it out as standard soldiers, without access to the power of the Nanosuit. Supported on Instant Action, Team Instant
Action, Crash Site and Capture the Relay only
FAST ROUNDS – The Fast Rounds modifier will dramatically shorten the intermission time between rounds to keep the action moving. Supported on Team Instant
Action only
SOLO – For individual players only. Squads are not allowed to participate. Supported on Team Instant Action, Extraction, Crash Site and Assault only
SINGLE LIFE – With the Single Life modifier active there are no respawns during rounds. Once players are killed they remain eliminated until a new round begins.
This modifier brings tension and excitement to each round, so use tactics and the Nanosuit to achieve victory. Supported on Extraction only.
map <map>
gl_map <map>
- start a map that you specify (see the table below; prefix all map names with "Wars/", e.g. Sanctuary is "Wars/cw2_church")
- switch to the specified map with rules set by gl_gamerules (will end the current game if one is in progress).
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gl_gamerules <mode>
- as sv_gamerules but affects the next map in the playlist.
g_timelimit<number>
- sets the time limit for each round (in minutes, 0 = infinite time)
g_scorelimit<number>
- sets the score need to finish the round (0 = infinite score)
gl_time<number>
- sets the time between rounds (in seconds)
gl_initialtime<number>
- sets the time until a round starts when the minimum number of players join
g_minplayerlimit<number>
- sets the minimum number of players required to start the match
g_autoReviveTime <time>
- amount of time between spawns in seconds
g_gameRules_startTimerLength <time>
- amount of time spent in pre-game after loading a map
g_numLives <number>
- number of lives for life based game modes (Extraction & Assault only; 0 = infinite) Extraction defaults to 0 and Assault defaults to 1.
gl_startgame
- starts the server, ignoring the minimum number of players and initial time.
status
- shows the status of the running server (see FAQ at the end of this document for details)
ban <profile id> <minutes>
- bans the specified profile for the given number of minutes (see status command to get profile id of player to ban)
kick <name>
- kicks the named player from the server
sv_password <password>
- sets the password on the server. Clients will be challenged for the password when trying to join.
sv_servername <name>
- the name as advertised in the client server browser. This only takes effect before a server starts a playlist/map.
g_messageoftheday<message of the day>
- used to display a message on the loading screen (maximum of 165 characters). See example screenshots at the end
of the document.
g_serverimageurl<URL to the server image>
- should be 128x128, and either jpg or png (though png is preferred due to it supporting transparency). See example
screenshots at the end of the document.
Nickname
Downed Bird
Parking Deck
Sanctuary
City Hall
Impact
Liberty Island
Evac Zone
Statue
Wall Street
Lighthouse
Pier 17
Skyline
Terminal
Level Name
cw2_alien_vessel
cw2_alien_vessel_small
cw2_church
cw2_city_hall
cw2_collided_buildings
cw2_cxp_liberty
cw2_cxp_liberty_mil
cw2_cxp_liberty_statue
cw2_downtown
cw2_lighthouse
cw2_pier
cw2_rooftop_gardens
cw2_terminal
InstantAction
X
X
X
X
X
TeamInstantAction
X
X
X
X
X
CrashSite
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
C2MP Dedicated Server Setup (Rental Customer)-2.docx
Assault
X
X
X
CaptureTheRelay
X
X
X
X
Extraction
X
X
X
X
X
X
X
X
X
X
X
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SERVER KICK VOTE SYSTEM
Usage (Client):
INITIATING A VOTE
•
•
Bring down the console
Type 'votekick <playername>', and hit enter
The server will then respond with a string over text chat "Vote to kick <playername> initiated"
CASTING A 'YES' VOTE
•
•
Bring down the console
Type 'vote', and hit enter
CASTING A 'NO' VOTE
•
Do nothing; anyone failing to vote will have counted as a 'no'
Usage (Server):
CVar Name
Value Type
Valid Values
Default Value
sv_votingCooldown
sv_votingRatio
sv_votingTimeout
sv_votingEnable
sv_votingBanTime
Time in seconds
Fraction
Time in seconds
Integer
Float
1 - 9999999
0.0 - 1.0
1 - 9999999
1 - 9999999
0/1
0.1 - 999999
180
0.51
60
1
10
C2MP Dedicated Server Setup (Rental Customer)-2.docx
Comments
Controls how soon the same player can initiate another vote
The fraction of players that have to vote 'yes' in order for someone to be kicked
Controls how long until the vote ends and the results acted upon
Control whether kick voting is enabled on this server
Time in minutes for which the user is kickbanned when kicked of the server by a vote
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SERVER BAN SYSTEM
OVERVIEW
Dedicated server host can now choose to ban people permanently or for specific periods of time. This ban will persist over server restarts.
USAGE
There are four main commands to administer player bans
•
•
•
•
ban <playername> - bans player for whatever the timeout is currently
ban_timeout <minutes> - Sets the ban time. A time of 0 is permanent
ban_remove <playername> - Removes the ban
ban_status - Lists the currently banned players and times
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SERVER RESERVED SLOTS SYSTEM
OVERVIEW
The system is designed to allow server administrators to create and maintain a list of reserved users that have priority over non-reserved users. For example, clan
members may wish to allow their rented server to be used by the public, but also that they can play on it whenever they wish.
USAGE
There are four commands used to administer the reserved slots system:
•
•
•
•
net_reserved_slot_system <1 | 0> - turns the reserved slot system on/off
net_add_reserved_slot <name> - adds the named player to the reserved slots system
net_remove reserved_slot <name> - removes the named player from the reserved slots system
net_list_reserved_slot - lists all players in the reserved slots system
All these commands must be entered on the server either directly, or via RCON or HTTP XML-RPC.
ADDITIONAL INFORMATION
The system persists the reserved slots list to the file reservedslots.cfg in the root of the dedicated server instance (the location specified by -root on the command line). It
is loaded and parsed regardless of whether the system is turned on or off, but is only acted upon when the system is on.
If a lobby or game is full, and a reserved user tries to join, a non-reserved user will be kicked with the message "Kicked in favour of a priority user", and the reserved user
will take their place.
The reserved slots system works strictly with the players named in the list. If a reserved user creates a squad that includes non-reserved users, and there is insufficient
space on the server for the entire squad, then the join will fail even for the reserved user as preserving the squad integrity is deemed more important. It is up to the server
administrator to add squad members to the reserved slots list in order to allow them to join a full server, if desired.
The reserved slots list is dynamic and can be changed at any point, even mid-game.
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MESSAGE OF THE DAY & SERVER IMAGE
Server Info Screen showing MOTD and Server Image
C2MP Dedicated Server Setup (Rental Customer)-2.docx
Loading Screen showing MOTD and Server Image
Page 11
FREQUENTLY ASKED QUESTIONS
Q: Is there a way for me to check if a server is up or not?
A: Yes, use the 'status' command
When in the lobby you'll see something like this:
---------------------------------------Server Status:
name: <nickname of the account used to start the dedi>
ip: <host name>
version: x.x.x.x
level: lobby
gamerules: unknown
players: 0/16
time remaining 0:00
---------------------------------------Connection Status:
<any players get listed here>
N.B. you'll always see gamerules: unknown, max players as 16 and 0:00 time when in the lobby. When in the game you'll see something like this:
---------------------------------------Server Status:
name: <nickname of the account used to start the dedi>
ip: <host name>
version: x.x.x.x
level: Wars/cw2_rooftop_gardens
gamerules: InstantAction
players: 1/16
time remaining 9:57
---------------------------------------Connection Status:
<any players get listed here>
Q: I can't see my server in the client's game browser. I'm using the supplied LevelRotation.xml file...what's wrong?
A: The LevelRotation.xml file supplied should work 'out of the box', but if you've edited it, please check that you've not inadvertently broken the XML formatting. The
easiest way to check if the file is still valid is to open it in Internet Explorer - if it's a valid XML file, it'll be displayed. If you get errors about invalid characters, it's probably a
white space issue (it's better to use spaces rather than tabs to indent the various sections). If the XML looks correct, please check that you've specified a valid
map/mode/variant according to the tables in this document.
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