全部指令&参数

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全部指令&参数

2024-07-14 16:16| 来源: 网络整理| 查看: 265

首页服主:首页服主:全部参数 Electric.flasherlight.pngMediaWiki:Timer12020/12/07 13:28:0本文上次更新 ,请注意文章时效!× Electric.sirenlight.png部分指令仅能在服务端控制台执行,如在游戏内运行请注意查看提示。×

摘要:

命令(command)在国内常称为指令,实际上以命令称呼更为标准,但两者也皆可使用。 目录 1 什么是管理员指令? 2 什么是服务器参数? 3 全部指令&参数 什么是管理员指令?

服务器的管理员(moderator)和服主(owner)可以在游戏内外使用管理员指令和服务器参数。例如:踢出、封禁玩家以及其它管理行为。这些指令被称为管理员指令(也被称为服务器指令),可以在不同的位置使用:

Rust游戏内控制台(F1)。 服务端的命令行控制台。 第三方应用程序,例如RustAdmin。 第三方RCON平台,例如Rcon.io。

下方的列表包含所有RUST的管理员/服务器指令,您可以使用 Ctrl + F 搜索相关英文关键词寻找指令。

什么是服务器参数?

除了管理员指令外,还有服务器参数这一类型的指令,国外常被称为cover或CAVR。服务器参数就是设置服务器各种内容的指令,这些指令也可以像管理员指令一样在不同的位置使用,并且立即生效。请注意:通过控制台设置的服务器参数并不会自动保存,并且在重启服务器时可能会丢失。

为了保存服务器参数设置,可以将其手动写入您的启动文件或服务器的配置文件中。

全部指令&参数 参数 默认值 介绍 app.publicip cctvrender.idletime 5 player.printpresence weather.atmosphere_directionality -1 ai.aidebug_loadbalanceoverduereportserver ai.aidebug_toggle ai.ailoadbalancerupdateinterval 0.25 Set the update interval for the behaviour ai of animals and npcs. ai.aimanagerloadbalancerupdateinterval 2 Set the update interval for the agency of dormant and active animals and npcs. ai.animal_ignore_food TRUE If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). ai.animalsenseloadbalancerupdateinterval 0.2 Set the update interval for animal senses that updates the knowledge gathering of animals. ai.defaultloadbalancerupdateinterval 2.5 Set the update interval for the default load balancer, currently used for cover point generation. ai.frametime 5 ai.ignoreplayers FALSE 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.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.npcsenseloadbalancerupdateinterval 0.2 Set the update interval for npc senses that updates the knowledge gathering of npcs. ai.ocean_patrol_path_iterations 100000 ai.selectnpclookatserver ai.sensetime 1 ai.think TRUE ai.tickrate 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. aithinkmanager.framebudgetms 2.5 antihack.admincheat TRUE antihack.build_terraincheck TRUE antihack.debuglevel 1 antihack.enforcementlevel 1 antihack.eye_clientframes 2 antihack.eye_forgiveness 0.5 antihack.eye_penalty 0 antihack.eye_protection 2 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.losradius 0 antihack.maxdeltatime 1 antihack.maxdesync 1 antihack.maxviolation 100 antihack.melee_clientframes 2 antihack.melee_forgiveness 0.5 antihack.melee_penalty 0 antihack.melee_protection 3 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_clientframes 2 antihack.projectile_desync 1 antihack.projectile_forgiveness 0.5 antihack.projectile_penalty 0 antihack.projectile_protection 5 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.signpause 1 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 2 antihack.terrain_penalty 0 antihack.terrain_protection 1 antihack.terrain_timeslice 64 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 baseridableanimal.decayminutes 180 How long before a horse dies unattended baseridableanimal.dungtimescale 1 baseridableanimal.framebudgetms 1 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 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 cctvrender.assignmentcooldown 0.5 cctvrender.assignmenttimeout 2 cctvrender.combattime 15 cctvrender.enabled FALSE cctvrender.maxdistance 100 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) clothlod.clothloddist 20 distance cloth will simulate until 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.checktriggers FALSE 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.gesture 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.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.splitmegabytes 200 demo.splitseconds 3600 demo.stop dynamicnavmesh.use_baked_terrain_mesh FALSE entity.debug_toggle entity.deleteby Destroy all entities created by this user 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 fps.limit 256 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.ban ban [optional duration] global.banid banid [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.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.skipqueue global.sleep global.sleepingusers Show user info for players on server. global.sleepingusersinrange Show user info for players on server in range of the player. global.spectate 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.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.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 is killed 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 manifest.printmanifest manifest.printmanifestraw memsnap.full memsnap.managed memsnap.native meta.add add – adds amount to convar minicopter.insidedecayminutes 2880 How long before a minicopter is killed while indoors minicopter.outsidedecayminutes 480 How long before a minicopter is killed while outside minicopter.population 0 Population active on the server modularcar.outsidedecayminutes 216 How many minutes before a ModularCar is killed while outside modularcar.population 3 Population active on the server monumentnavmesh.use_baked_terrain_mesh TRUE motorrowboat.deepwaterdecayminutes 120 How long before a boat is killed while in deep water. If it’s outside as well, the minimum of the two is used motorrowboat.outsidedecayminutes 180 How long before a boat is killed while outside. If it’s in deep water as well, the minimum of the two is used motorrowboat.population 1 Population active on the server net.visdebug FALSE note.update npcautoturret.sleeperhostiledelay 1200 How many seconds until a sleeping player is considered hostile 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.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 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. relationshipmanager.acceptinvite relationshipmanager.addtoteam relationshipmanager.fakeinvite relationshipmanager.kickmember relationshipmanager.leaveteam relationshipmanager.maxteamsize 8 relationshipmanager.promote relationshipmanager.rejectinvite relationshipmanager.sendinvite relationshipmanager.sleeptoggle relationshipmanager.trycreateteam rhib.rhibpopulation 0 Population active on the server ridablehorse.population 2 Population active on the server, per square km ridablehorse.sethorsebreed samsite.alltarget FALSE targetmode, 1 = all air vehicles, 0 = only hot air ballons 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.bleedingarmor 1 server.bleedingdamage 1 server.branch server.bulletarmor 1 server.bulletdamage 1 server.ceilinglightgrowablerange 3 server.ceilinglightheightoffset 3 server.censorplayerlist FALSE Censors the Steam player list to make player tracking more difficult server.cheatreport server.cinematic FALSE server.combatlog Get the player combat log server.combatlogdelay 10 server.combatlogsize 30 server.composterupdateinterval 300 server.compression FALSE server.corpsedespawn 300 server.corpses TRUE 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.globalchat TRUE server.headerimage server.hostname server.identity server.idlekick 30 (minutes) server.idlekickadmins 0 server.idlekickmode 1 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.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.rpclog server.rpclog_enabled FALSE server.salt 1 server.save Force save the current game 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.tickrate 10 server.updatebatch 512 server.updatebatchspawn 1024 server.url server.useminimumplantcondition TRUE server.worldsize server.woundingenabled TRUE server.writecfg Writes config files 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 vehicle.boat_corpse_seconds 300 vehicle.carsdroploot TRUE Determines whether modular cars drop storage items when destroyed. vehicle.carwrecks TRUE Determines whether modular cars turn into wrecks when destroyed, or just immediately gib. vehicle.fixcars vehicle.swapseats 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 0.7 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 0.2 weather.fog -1 weather.fog_chance 0.1 weather.load weather.overcast_chance 0.1 weather.rain -1 weather.rain_chance 0.3 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 world.cache TRUE world.rendermap Renders a high resolution PNG of the current map 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 本页使用了来自于Corrosionhour中的文章RUST Admin & Console Commands List for 2020的内容,以 知识共享许可协议 授权。×


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