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Hopefully this will serve as a good
basis for your server set-up. If you would like to see
something else posted up here,
let us know.
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Requirements
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The Basics
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The Configs
|Beyond
Basics
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Map Stuff
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Server / Client Same Machine
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Minimum / Maximum Rates
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Rcon
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Kicking / Banning
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LAN
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OS Tips & Tricks
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Requirements
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Running
a server can really be a lot of fun, but you must ask
yourself one question before doing so, and you must
give an honest answer. "Do I have the mojo to run a
server?" Which, in non-Geronimo terminology, means,
"Do I have the hardware and connection to run a good
server?" And you must be honest, because although
running your own server is fun, it is not fair to the
clients (players) if you do not have the hardware or
connection necessary for an optimized server. Here is
what Valve says are the three most important factors in
running a server (although personally I think the CPU
Power and the RAM recommendations should be a bit more
rigorous):
High Bandwidth Connection
The most important
factor in how well your server will run is how fast
your connection to the Internet is. When people
connect to your server to play, you have to share
that bandwidth with them. Ideally a server will be
running through a DSL or T1 connection. If you do
have DSL, we suggest having at least a 512K upload.
Anything less than that and you are more likely to
have a laggy server with anything more than 4
players. Of course, the ideal bandwidth situation is
to have it sitting behind that phat pipe at work, but
a lot of us aren't in that situation, so do what you
can with what you have. If you run a server and the
bandwidth you are providing to the people that
connect to you isn't enough, they are going to
experience lag because your machine can't send them
enough information. That being said we highly suggest
no to use a cable connection for a server.
CPU Power
Your computer is
going to be doing a lot of work when people connect
to it, and the amount of work that it needs to do
increases dramatically as more people connect to your
game. To be able to service a full game, you are
going to want at least a Pentium II 266, but the more
CPU power the better. We generally recommend
something in the vicinity of a 400MHz processor or
better for decent to above average performance. While
a P200MMX can be a very stable server (I've run one),
the pings will not be very good.
RAM
RAM is something that
you really can never have enough of. Any time your
machine doesn't have enough RAM it will start using a
swap file, which is much slower. At the minimum you
are going to want 128 MB of RAM, but 256 would be
ideal. Stick with nothing less than 128MB of RAM. If
you are running win9x, it's not going to make a
tremendous amount of difference once you get over
96MB, but we'll go ever that in the next section.
Operating Systems
This is one of the
most overlooked parts of setting up a server. The
operating system can also make or break your yearning
for running a server. While you can use any supported
OS (Win9x, Win NT, Linux), there are multiple
differences between each one, and pros and cons to
each as well. Let's start with the least desirable OS
you can run your server on: Win9x. Bad idea to run on
this OS, although it will not run poorly. Major
reasons for not running a server on this OS are CPU
management (poor compared to the other 2 options),
Memory management (was only set up to effectively use
96MB of RAM; above that is mostly taking up your
precious space), and security (Win9x has the poorest
security of all 3). The obvious pros are that most
people are running some form of Win9x, and that makes
it all the easier to set up a server. Next up: Win
NT. Much better CPU management and memory management
with this choice. Security is also much better, since
NT is a networking OS, inherent precautions and
measures where taken to make it more secure. Cons
being not many people have it, or aren't willing to
pay the price tag for it. Final choice, and the best
of the bunch: Linux, in all it's flavors and glory.
Best CPU and memory management of the bunch. Most
stable to run your server on as well. Cons are
requires separate knowledge of a completely different
operating system in order to run it. Also, for all
you Linux server runners out there, please don't run
your server will you are in XWindows. You're killing
your resources! That covers the 3 things that Valve
says are important and the one extra thing that we
think is important.
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The Basics
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Before
you get too ahead of yourself, let's take a minute to
set up a couple of things. Inside your Half-Life
directory (which means, assuming you hard drive is the
letter C, go to the C:\Sierra\Half-Life directory) you
will find the dedicated server program, named hlds.exe. You
can also download the program specifically designed to
run your hlds from the
FilePlanet.
The file is 83MB, and there are periodic updates, but
it is your best bet to run your server with this You
need to
make a
shortcut
to it, so right-click on the hlds.exe icon and choose
"Copy". You will place the shortcut on the desktop so
that you can easily access it. Let's get back to the
desktop, right-click on an open area of the desktop and
choose "Paste Shortcut". Now, right-click on the new
shortcut located on the desktop and
choose
"Properties"
to open the properties sheet, then make sure that you
select the "Shortcut" tab. With this tab in the
forefront, you can
see the
"Target" field
which lists the target path leading back to the
hlds.exe. You can
append
this target
line with commands, which will be executed along with
the hlds.exe. For example, the target line for my
shortcut is: "C:\Sierra\Half-Life\hlds.exe
-game cstrike -port 27016 +maxplayers 10 +map
cs_backalley".
The "-game
cstrike"
sets the mod for my server as Counter-Strike. "-port
27016"
sets the server port to 27016 so that I can run a
server and play CS as a client from the same
machine. The "+maxplayers
10"
sets the maximum number of players allowed in my server
to 10, and the "+map
cs_backalley"
command runs the map cs_backalley as the initial map
upon server start-up. And, yes, you must run a map
(usually the first one in the mapcycle.txt list) for
the server to begin. The "+maxplayers
<number>"
and "+map
<mapname>"
commands can go into the autoexec.cfg instead of the
hlds.exe shortcut target line, but because I run the
server out of the same directory that I play the game,
I place these commands into the target line. The
reasoning behind this is that the autoexec.cfg is
executed both when I run a server and when I try and
join a game. If the "+map
<mapname>"
is in the autoexec.cfg and I try to join a game, the
autoexec.cfg starts up map <mapname> and I cannot join
the intended server. Instead, I am standing alone in
the map that the autoexec.cfg executed. Hope that
made sense. Anywho, when you finally run your server,
the last basic thing to look for are the words "WON
Auth Server"
to tell you that you have obtained authorization from
WON and you are ready to roll. If per chance you
instead see "WON
Server",
then this is a message from the WON gods that either
you have an outdated version of the server software or
possibly a firewall or proxy is hindering your attempts
to reach the WON servers. But basically, it's just
not working properly. As long as you are getting the
first off the two messages, then your server is
properly sending out heartbeats to the WON master
server, and you will be listed in the Half-Life
launcher. Well, you have just taken your first baby
step. This brings us to the next step - modify the
config files.
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The Configs
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When
a server runs, it reads from four basic configuration
files -
autoexec.cfg,
server.cfg,
motd.txt,
and mapcycle.txt.
For examples of these configs, go to the
Files page
and check out the possibilities. The
autoexec.cfg
is used for commands only, such as "setmaster
half-life.east.won.net 27010",
"maxplayers 12",
"log on",
or "map cstrike".
From what I have seen, the setmaster is not a
necessity - if there is no "setmaster" command, it will
automatically connect to the default WON master. The
"maxplayers <#>" and the "map <mapname>" commands can
either go here into the autoexec.cfg, or else into the
target line of your hlds.exe shortcut. The benefit to
putting them into your target line is if you run both
the server and the client game out of the same
directory. If you do, then when you try to join a
game, the autoexec.cfg executes and starts up whatever
map is in the command line, and you find yourself
standing in an empty map that your autoexec.cfg
executed, and you cannot join the original server that
you intended to join. But if you do place the "map <mapname>"
command in the autoexec.cfg, then it MUST be the very
last line of the file. The
autoexec.cfg
executes only once when running a server, when the
server is first initialized. The
server.cfg,
on the other hand, runs everytime the map changes. The
server.cfg
takes advantage of both commands and variables, such as
turning off decals, turning on weapons stay, or setting
the flags for your multiplayer game. This is where you
set the name of your server, using "hostname
<servername>". The
motd.txt
file contains the text that people will read when the
map changes - information like "Welcome to So and so's
server - Have a fraggin' good day!". Each line of text
in the motd.txt will be centered on the client's
screen. To change the amount of time in seconds that
these messages are displayed, add the "motd_display_time
<#>" line in your server.cfg. Last is the
mapcycle.txt.
All of the maps you want rotated on your server should
be placed in this file. Use the mapname without the
".bsp" extension. So, to place the map "cs_backalley.bsp"
into the mapcycle.txt, simply add "cs_backalley" into
the file. Also, each mapname goes on it's own separate
line of text.
Although these are the four
basic config files that a server uses, you can create
other configs to run as well. There are some server
manager type programs out there that will create their
own config files, so don't be afraid of these files or
wonder why they exist as the server manager program
runs them in it's own execution.
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Beyond The
Basics
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You
are now master of setting up your server and are
confident in your basic server and config knowledge,
but want to know a bit more. Well, let's look at some
commonly used variables and what they mean. To toggle
the autoaim
feature, which
causes the crosshairs to turn red when placed over a
player, use "sv_aim
1" to turn it on,
or "sv_aim 0"
to turn it off. "pausable
1" allows the
clients to pause the server, while "pausable
0" disables this
capability. You can set the
maximun player run speed
with "sv_maxspeed
320". The higher
the number, the higher the maximum speed. You can make
the server change maps when a time limit is up or when
a frag limit is hit. To set the time limit (in
minutes), use "mp_timelimit
30". Set the
frag limit with "mp_fraglimit
100". Most
server admins do not set a fraglimit, but rather rely
on the map changing when the round timelimit has been
reached. This way your players can play and frag to
their hearts content and rack up as many frags within
the time allotted. These can be used together, so that
the map will change if either the time limit or frag
limit occurs. If you want the players to be able to
use the silent but deadly tactics, then turn off their
footsteps, so they can silently sneak around - "mp_footsteps
0", and "mp_footsteps
1" turns them
back on again. Your server may run many a dark map, so
to help your players better get around those dark
places, give them the flashlight capability "mp_flashlight
1", or make them
suffer and take it away "mp_flashlight
0". "mp_falldamage
1" creates
realistic fall damage, while "mp_falldamage
0" lets the
players keep more of their health - good for newbies
who back off a ledge because they were in the middle of
a firefight and forgot they were standing on a ledge.
You can use "mp_friendlyfire
1" to turn
friendly fire on, or if you are tired of all those TK's
invading your server, use "mp_friendlyfire
0" to turn it off. . "mp_friendly_grenade_damage
1" sets the
server to allow that if you throw a grenade and the
debris hits one of your teammates, it will hurt them.
If your server seems a bit lagged out, try reducing the
number of decals (tags, blood, bullet holes, etc.)
allowed to show at one time on your server - the
default is "mp_decals
300", but try 250
or 200.
Be sure to check out all of the
CStrike specific cmds &
cvars.
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Map Stuff
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Next thing, in order for your map to have a map
cycle, you have to create one. This is what is called
the
mapcycle.txt
file. There should already be, within your cstrike
dir, a file called exactly that. It will have in there
what yours should look like, but just in case you
delete yours, or it's empty for some reason, we're
going to go ever what it takes to make this file, and
some commands to use in relation to maps while running
your server. In here is where you put the maps that
you want your server to cycle through. When I say put
in the maps, I mean the names of the maps, not the maps
themselves. I'd be really impressed if you put the
actual maps inside a txt file. At any rate, you put
the map names minus the .bsp part of the map name in
the text file, with one map name per line. In effect,
your mapcycle.txt should look something like this:
as_oilrig
as_tundra
cs_747
cs_assault
cs_backalley
cs_estate
cs_italy
cs_militia
cs_office
cs_siege
de_aztec
de_cbble
de_chateau
de_dust
de_dust2
de_inferno
de_nuke
de_piranesi
de_prodigy
de_storm
de_survivor
de_torn
de_train
de_vegas
de_vertigo
Now if you wanted to know how many spawn points each
map has you can look below:
as_oilrig.bsp 36
as_tundra.bsp 25
cs_747.bsp 26
cs_assault.bsp 20
cs_backalley.bsp 20
cs_estate.bsp 20
cs_italy.bsp 20
cs_militia.bsp 20
cs_office.bsp 20
cs_siege.bsp 20
de_aztec.bsp 32
de_cbble.bsp 32
de_chateau.bsp 35
de_dust.bsp 32
de_dust2.bsp 40
de_inferno.bsp 32
de_nuke.bsp 20
de_piranesi.bsp 32
de_prodigy.bsp 20
de_storm.bsp 32
de_survivor.bsp 20
de_torn.bsp 32
de_train.bsp 24
de_vegas.bsp 20
de_vertigo.bsp 32
Now, some of the newer players and admins might not
know what cs, de, as, and es are. Well, it's simple.
cs_ is a hostage map (CT's job to rescue the hostages,
T's job to make sure they don't), de_ is a defusion map
(T's job to plant the bomb at selected targets, CT's
job to eliminate the T's or defuse the bomb, whichever
comes first), as_ is assassination (CT's job to guard
the VIP so that he can escape, T's job is to eliminate
the VIP), and es_ is an escape map (T's trying to
escape from a prison scenario, CT's making sure they
don't). You can customize your server so that it runs
only a specific type of maps (hostage, defusion, etc)
if you so choose. The file can be edited at will if
your tastes change, even if it's every hour. If you're
not sure what map is next in the mapcycle.txt, and you
want the server to move on to the next map, type
mp_timelimit 0
in the console, and the server will go to the next map
in the file. If you just want to change it to another
map period, the map has to be on the server for you to
change it to. Let's say you want to change it to
cs_doggydoo. You type
changelevel cs_doggydoo,
but it tells you it can't find the map, because you
don't have it. The only maps that you can change to on
the server are the ones that are within the
cstrike/maps directory. Very important about this
changelevel thing. If you use map <map> to change the
map, you will drop all the players off the server in
changing the map. If you use
changelevel <mapname
without the .bsp>, then the server will change maps and
retain all it's clients in the process. If you choose
to add a new map to your server and the zip file that
you got has two files, a .bsp and a .wad, we know where
the .bsp file goes. But what about the .wad???? Well,
that's easy. Put that lil wad file in the cstrike
directory. That's all. You'll notice it will have
happy lil friends there if some of the other maps you
are running have .wad's, too.
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Server &
Client On Same Machine
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To
answer everyone's emails - Yes, you can play HL from
the same machine that you run your HL server. By
default, both the HL client and HL server run on ports
27015. This is why everyone has problems when they
first try to play on their own server. We can take
care of this simply by adding a quickie to the shortcut
you created for your hlds.exe. Just add "port -27016",
which manually sets the server port to 27016. Now with
the client on port 27015 and the server on port 27016,
you are capable of playing on your own server, or at
least playing HL from the same machine that you are
running your sever However, keep in mind that anyone
else connecting to your server is going to have a good
amount of lag because your system resources are being
split between the client and server.
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Minimum / Maximum
Rates
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Some
server admins dislike having LPB's (Low Ping Bastards)
or HPW's (High Ping Whiners) on their servers. In the
past, there was no way to set these options. But with
the introduction of HL server versions 3.0.1.3/4.0.1.3,
this issue has been addressed using the two cvars: "sv_maxrate
<#>" and/or "sv_minrate
<#>". This does
not disallow people with a rate not within the range
specified on your sever from joining, but forces them
to use an appropriate rate set by you.
For
example, if you run a large maxplayer server, and do
not want cable jockeys stealing all the bandwidth and
irritating the HPW's, then you can set the maximum rate
allowed on the server to 6000 by using "sv_maxrate
6000". This will
not boot any LPB's from the server, but does force them
to a rate of 6000 or below, allowing for a more even
spread of the bandwidth between players.
Similarly,
if you wanted to run a server specifically for a
handful of LPB's, you can set the minimum rate allowed
to around 9000 using "sv_minrate
9000". This
obviously will not kick any HPW's from the server, but
it does force their rate to 9000 and above, which will
make their game almost unplayable, and maybe they will
drop on their own.
You
can also use both in combination with each other. In
playing around with some servers, I found some
interesting combinations. I have a Counter-Strike
server running with an 18 maxplayer limit. It was
fascinating playing with these settings and watching
how they dramatically affect player's pings. After a
few hours, I found the best combination for this
particular server was
sv_maxrate 6500 and
sv_minrate 2000. With
a server with a larger maxplayer limit, you may want to
lower your maxrate to keep the bandwidth reasonable for
all the players. On the other hand, if you run a
smaller more personal server for you and a few friends
in the neighborhood, you may want to make
sv_maxrate 20000
and
sv_minrate 9000. Similarily,
if you run a LAN, you may want to skip using the
sv_maxrate variable and only set
sv_minrate 10000
or above. Also, if you run a server on a cable
connection, you may have already noticed how much cable
connections seem to fluctuate. You may want to set
sv_maxrate 8000
and sv_minrate 4000. Whatever
the number for the cable server,
keep them closer together
to lessen the fluctuating rates.
**NOTE:
I have got a bunch of emails (even some flames - sheesh,
settle down kids!) about my mention in the last
paragraph of how I noticed a change in people's pings
when I played around with the settings. Although these
newly introduced settings do limit rates, they CAN
affect ping as well. Prime example: the server I did
all of my testing on has an OC3 connection which I can
regularly connect to with an average 60 ping - yes, I
am an LPB. For this reason, I have always had my
client rate set to 20000. I began playing with the
maxrate on this server and set it to sv_maxrate 6000,
at which point my 60 ping shot up to 250, and I was
getting major slideshow action. The server would only
allow me to play at a rate of 6000, but my game was
pushing to get a rate of 20000. My ping did not return
normal until I manually set my client rate down to
5500. Then I was back to the ole 60 ping whoopin' up
on everyone. Later I went to another server that had a
maxrate of 40000 and my client rate was set to 3500.
My ping was at 190, but after resetting my client rate
to around 30000, my ping went back down to 68. If the
difference between the server rate and the client rate
settings are too large, then a conflict occurs, and in
some cases makes the game unplayable. You can manually
change the client rate, but if your connection does not
allow you to match the server allowed rates, then you
may choose to drop from the server due to unplayability. Get
it? Got it?? Good!!!
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Rcon
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You
are probably reading this section right because you
have been playing on your own server and came across
that situation where you decided it was time to kick
another player, or else noticed a variable that you
wish you had previously set differently, and are now
wondering how to do it from the in-game console. It is
very simple, and some people make it much more
difficult than it really is. The first thing you need
to do is add the line "rcon_password
<password>" to
your server.cfg
found in the directory of the mod you run on your
server, with <password> being any password that your
imagination can create. Next, when in the game, hit
the ~ (tilde)
key to bring down
the in-game console. Before you can start typing
server commands and variable changes, you must take
rcon (remote control) of the server. If you are running
a multiple port server, you must type in
rcon_port <port#>
first in order to access that specific port on your
server. If you do not do this and you try to rcon your
way into your server, you will not be able to. Go to
our
files/scripts
for the
rcon.cfg,
a basic file you can put into your cstrike directory in
order to access your rcon automatically when you log
into your server. Edit the file with your server
information and make sure the extension is .cfg. Then,
when you join the server, type
exec
rcon.cfg,
and you have instant access to your server via rcon.
This comes in very handy if you run a multiple port
server. You can then type in "rcon_password
<password>"
into the in-game console. If the password was correct,
you now have rcon of the server. All server commands
and variables are typed into the game console just as
in the server console, but you must add "rcon" before
every command. If you wanted to kick someone, for
instance, you would need to type "rcon
kick <playername>"
or "rcon
kick <userid>",
or if you wanted to turn on friendlyfire, then you
would type "rcon
mp_friendlyfire 1".
When you run more than one server from one machine,
then the rcon gets a little tricky. Multiple servers
on one ip address requires the specification of
different ports. Lastly, if you want to remotely
administer your dedicated server when it is full, start
your client Half-Life game as normal. Without getting
into a game, just open up the console and start with "rcon_address
<ip address>",
where <ip address> is the
ip addy of
your server.
Then input
rcon_port
<port#>
of your server. Next use "rcon_password
<password>".
Then let loose with your "rcon
<commands>".
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Kicking /
Banning
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VERSION
3.0.1.3 / 4.0.1.3 AND ABOVE
We have all
come across those obnoxious people who purposely kill
teammates, constantly spam messages or the obnoxious
types who do not leave your server when you forgot to
make your clan match private. It is time to kick
them. But first, an
important warning:
Do not be the obnoxious server admin who just randomly
kicks people for fun or because you are a control
freak. The only thing worse than an obnoxious client,
is an obnoxious admin.
Think before you kick
- watch you server and people's actions and reactions.
If two people blame each other for something, either
kick them both, or keep an eye on them for awhile until
you can feel out the situation enough to make a fair
assessment.
Before we
get into the kicking and banning, we need to get
familiar with how players are identified by the
server. The server assigns each player a "userid"
(a number generated by the server) and a "uniqueid"
(this number is unique per cd key and is assigned by
WON, and will usually be around 10 digits). To find
these id's for a player, type "users"
into the console.
Kicking Only
O bviously,
the most common way to kick a player is to simply type
"kick <playername>",
and *poof*, they are gone. Unfortunately, this may not
always be the quickest way to boot a player, because
some clients change their names to horrifically long
names, or use characters that HL does not pick up on,
hence making their name unusable in the kick command.
When this happens, you can use the other method of
kicking by use of "userid"
(this one I prefer).
First type "users"
into the server console. This will list all players
and their corresponding "userid".
Find the id number of the player in question, and then
type (make note of the spaces, because the spacing must
be exact) "kick
# <userid>"
(as in "kick
<space> # <space> <userid>",
and once again, *poof*, they are gone.
Banning Only
K icking
a player is only temporary, though. They can come back
into the server immediately if they wanted to...
unless you ban them. Use the "users"
command to find their "uniqueid",
and then ban them with "banid
<minutes> <uniqueid>",
where <minutes> is the number of minutes you want to
ban the player from the server. Use 0 minutes to make
the ban permanent. For example, if you wanted
to permanently ban
uniqueid 123456789,
then you would type "banid
0 123456789".
If you want to make sure that someone is banned
permanently even after your server has been restarted,
be sure to "writeid"
before you quit the server to write the banned
uniqueid's
to the
banned.cfg.
Then, add "exec
banned.cfg"
to your
server.cfg,
so whenever you restart your server, it will read the
uniqueid's listed in the banned.cfg and continue to ban
them.
Kicking And Banning At
Same Time
Sometimes we
come across that player that needs to be
kicked and banned
at the same time, so they do not come back in after
being kicked while we are frantically trying to type in
the ban commands. Now, we can do both in one fell
swoop. Type "users"
to get the players "uniqueid".
Then use "banid
<minutes> <uniqueid> kick". And
*poof* - the player in question has been both kicked
and banned. Again, be sure to "writeid"
in the console next, and add "exec
banned.cfg"
to the server.cfg.
Getting List Of Banned
Players
It is a good
idea to keep a list of the users that you have banned
permanently from your server. The easiest way to do
this is to "writeid"
at the console before you quit the server to write the
banned user "uniqueids"
to the banned.cfg for. You can then open up banned.cfg
to see who all has been banned. Also, be sure to add
"exec banned.cfg" to your server.cfg so that everytime
the map changes or the server restarts, it will reban
those uniqueid's.
Removing Player From Ban
If you want
to remove a player from the banned list, use the "removeid
<uniqueid>"
in the console. And be sure to remove it from the
server.cfg found in the directory of the mod you use
for your serverif you placed it there as well.
Banning Only Via IP
Address
K icking
a player is only temporary, though. They can come back
into the server immediately if they wanted to...
unless you ban them. Use the "status"
command to find their ip address, and then band them
with "addip
<minutes> <ipaddress>",
where <minutes>
is the number of minutes you want to ban the player
from the server. Use 0 minutes to make the ban
permanent. For example,
if you wanted to
permanently ban ip address 24.95.92.138,
then you would type "addip
0 24.95.92.138".
Also, be sure to "writeip"
before you quit the server to write the banned ip
address to the
listip.cfg for
later use. Last, add "filterban
1" to your
server.cfg so whenever you restart your server, it will
read the ip addresses in the
listip.cfg
and continue to ban them. Also, if the person you are
trying to ban has a
dynamic ip addy,
and changes it so they can come back in to keep bugging
you, then ban their entire subnet. Back to our
example, if you wanted
to ban the entire subnet
of the ip address 24.95.92.138, you would type "addip
0 24.95.92".
Notice that the last set of numbers was left
completely out. If you check your "listip.cfg"
after you "writeip",
you will notice that it shows "addip
0.0 24.95.92.0"
The zero on the end acts as a wild card, and anyone
whose ip address falls within that subnet is banned.
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LAN
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So, you want to run a LAN server, eh? Oh,
wait....you don't know what a LAN server is? Well,
let's explain the difference between a LAN server, and
internet server, and the difference between the two. A
LAN (local area network) is what you would find in an
office, or someone at home who has WAY too much time on
their hands. It's a group of computers connected
together via a hub, some cat5 cable, and a lil bit of
IP configuring in your OS. The benefit to this? You
are all connected to gether, and share all your stuff
together. You're like the Brady Bunch. Since you are
all on the same little network, one of you can create a
LAN game, and the rest can join with the same happy
ping that you have. The difference is, people on the
internet will not be able to see your game, because you
aren't accessing the internet to run the server.
You're using your computers, ethernet cards, cat5
cables, and your hub to connect to each other, which
doesn't require an internet connection. An internet
game, however, lets all those hungry CS players out
there see your server, and let's them join it. How do
you decide which to run? Well, if you meet all the
minimum "CS Server Team" criteria, as listed above, run
yourself an Internet server. If not, set that bad boy
LAN up and rock it with your friends.
We are now going to assume that you want to
play on that nifty LAN you've got going there. Good
job you! Those 20 ping servers are the best ones to
play on. "How do I do it?" you might ask. Well, it's
simple enough. In your
server.cfg, add this
line: sv_lan 1.
Ok, cya later......
Hehe...it's not THAT
simple, but pretty close to it. Some other adjustments
should be made in the server.cfg, but not many. You
need to adjust your
sv_maxrate to 25000 or
so...it will look like this:
sv_maxrate 25000.
Also, to ensure that your LAN server isn't trying to be
sneaky and make itself an internet server too, add
setmaster 0
in your server.cfg
as well. Those are the only real modifications that
you need to make your internet server into a rockin LAN
server.
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