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The naming convention for these functions may True, or if the server is in tournament mode, the current mission To let players read the final objectives screen.Ĭycle to the next mission. misĮxtension), if immediate (Bool) is false, then the game pauses Load a new mission, missionName (String) (without the. Server::loadMission(missionName,immediate=false) Send a message to a client, clientId, type (Int) (put 0 forĬenterPrint(clientId,"message",timeout=5) ĭisplay a message in the center of a client's screen, theĭisplay a message at the top of a client's screens, the time-outīottomPrint(clientId,"message",timeout=5) ĭisplay a message at the bottom of a client's screen, the The first field for each player in the list is their client ID.Ĭlient::SendMessage(clientId,type,"message") (and integer value) can be found by using the ListPlayers() function, The time-out value, in seconds, defaults to 5 Time-out value, in seconds, defaults to 5ĭisplay a message at the top of all client screens, the time-outĭisplay a message at the bottom of all the client screens,
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List all the clients connected to the serverīroadcast a message to all the clients, type (Int) (put 0ĭisplay a message in the center of all client screens, the This is not all the console commands, but a See the Dos Window Administration sectionįor a list of some of the relevant console commands. If entered correctly, you will then have direct access to the server. To connect to the server, simply telnet to the The login password, should be quoted (String) The following variables in your config file to enable it: The server does not enable telnet by default. Remote telnet admin basically gives you directĪccess to the server, the same as if you were typing into the server'sĭOS box. If you have no intention of accessing theįile until the server is down, then use mode 2. While the server is operating, at the (negligible) expense of openingĪnd closing the file on each update. Operating in mode 1 provides access to the file Keeps the log file open untill the mode changes Opens and closes the log file for each log entry When on, the console logs entries to the c onsole.logįile in the TRIBES root directory. Will increase the perceived lag on your server, and generally haveĪ detrimental effect on game performance for your clients.Ĭonsole logging is controlled using the $Console::LogMode Your bandwidth, (or possibly overloading your CPU with too manyĭecreasing the packet rate and packet size to On your server are often complaining of lag, then you may be exceeding To your server will mainly experience this as lag. Will have detrimental effects on game play. May want to increase the bandwidth allowed to each client, withoutĮxceeding the bandwidth of your Internet connection Large LAN games is an example of where you Total bandwidth requirements, assuming that all the clients are Increasing theīandwidth allowed for each client can dramatically increase your More the increase in bandwidth will be noticeable. The more people and activity in a game, the The timing of explosions, projectiles and animation of turrets areĪlso affected. Motion for enemy players, elevators and doors are the most obvious. Increasing the bandwidth requested by the client,Īnd allocated by the server, can have several effects smoother The server can be communicating with each client using a different This page presents the player with the following settings (TRIBESĮach client can have it's own settings, and Player's can adjust their client packet rateĪnd packet size settings on the Network/Options page. The server settings does not automatically increase the amount for The server neverĪllocates more bandwidth than a client has requested, so increasing If the server has it's packet rate set to 10, and a client requestsġ5, the client only receives 10 packets per sec. Up to it's maximum values, which are it's preference settings. The server always grants bandwidth requests (accessed through the Options/Network page) to request bandwidthįrom the server. The clients use the same preference variables Values, each client consumes a maximum of about 2000 bytes per sec. The recommended default values are a packet Is controlled through two console preferences variables: Server management of client bandwidth consumption