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# Convars
Convars are located inside the `R2Northstar\mods\Northstar.CustomServers\mod\cfg\autoexec_ns_server.cfg` file.
They allow the server admin to set server's properties like the name, port, and description.
| Name | Description | Default Value | Accepted Values |
| ------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------ | -------------------------------------------------- |
| `ns_server_name` | Your server's name on the server browser | `"Unnamed Northstar Server"` | `string` |
| `ns_server_desc` | Your server's description on the server browser | `"Default server description"` | `string` |
| `ns_server_password` | The password required to join your server, can be bypassed if clients directly connect and you are using insecure auth | `""` | `string` |
| `ns_report_server_to_masterserver` | Whether your server should report itself to the masterserver, for use in auth and the serverbrowser | `1` | `0-1` |
| `ns_report_sp_server_to_masterserver` | Whether your server should report itself to the masterserver if started on a singleplayer map, for use in auth and the serverbrowser | `0` | `0-1` |
| `ns_auth_allow_insecure` | Allows clients to join your server without authenticating with the masterserver, currently required to allow clients to connect directly to your IP, rather than through the server browser | `0` | `0-1` |
| `ns_erase_auth_info` | Whether your server should erase authentication information after it is used, this is useful for development but should normally be kept at 1 | `1` | `0-1` |
| `ns_player_auth_port` | Northstar v1.12 and older only. The port used for the server's local authentication server, this is the TCP port we forwarded earlier | `8081` | `1-65535` |
| `everything_unlocked` | Whether all items, weapons, etc should be unlocked on the server | `1` | `0-1` |
| `ns_should_return_to_lobby` | Whether the server should return to private match lobby after completing a game, if 0, this will go to the next map/mode in the playlist | `1` | `0-1` |
| `ns_private_match_only_host_can_change_settings` | If 0 Players can change all match settings. If 1 Players can only change map and gamemode. If 2 Players can change nothing | `0` | `0-2` |
| `ns_private_match_countdown_length` | Length is seconds before the match is started after the start button in the lobby | `15` | `int` |
| `ns_private_match_only_host_can_start` | If 1 only the host can press the *start match* button, if 0 anyone can press the *start match* button | `0` | `0-1` |
| `ns_private_match_last_mode` | Forces the lobby to a specific Gamemode | `tdm` | Any [Gamemode](./#gamemodes) |
| `ns_private_match_last_map` | Forces the lobby to a specific map | `mp_forwardbase_kodai` | Any [Map](./#maps) |
| `ns_disallowed_weapons` | Blacklists weapons | | List of [Weapons](./#weapons) separated by a comma |
| `ns_allow_kill_commands` | Enables the use of `kill` in the console | `0` | `0-1` |
| `ns_disallowed_weapon_primary_replacement` | Replaces blacklisted weapons by one weapon | | a [Weapon](./#weapons) |
| `ns_should_log_unknown_clientcommands` | Whether unknown clientcommands should be printed in the console, worth disabling if they get on your nerves | `1` | `0-1` |
| `net_chan_limit_mode` | If 0, don't limit the netchannel processing time individual clients are allowed. If 1, kick clients that go over the limit. If 2, log clients that go over the limit in console | `2` | `0-2` |
| `net_chan_limit_msec_per_sec` | The number of milliseconds of server netchan processing time clients can use per second before triggering the response set in net\_chan\_limit\_mode | `30` | `int` |
| `base_tickinterval_mp` | The delay between each tick ran on the server, your tickrate will be 1 divided by this value | `0.016666667` | `float` |
| `sv_updaterate_mp` | The maximum number of times per second your server will send information to connected players, if a player's cl\_updaterate\_mp value is lower than this, their rate will be limited to it | `20` | `int` |
| `sv_max_snapshots_multiplayer` | The number of snapshots stored locally for use in replays, this should be set to sv\_updaterate\_mp \* 15 | `300` | `int` |
| `host_skip_client_dll_crc` | Whether the server should allow clients with modified client.dll files to connect, these are used for visor colour edit mods | `1` | `0-1` |
| `dedi_sendPrintsToClient` | Whether the dedicated server should forward all logs to connected clients, which is useful for testing/debugging on a dedicated server. If `-1`, send no prints to clients. If `0`, send prints to the first client connected only. If `1`, send prints to all clients | `-1` | `-1-1` |
## Monitoring
You can set the Convar `ns_should_log_all_clientcommands` to `1` to log all client commands. This includes both benign things like the command a client sends to server to respawn after death but also nefarious, like a malicious client calling `emit`, a command that before being patched out allowed clients to spam voice lines to other clients.
Due to the increased verbosity `ns_should_log_all_clientcommands` is set to `0` (disabled) by default but should be enabled in cases where you want to investigate suspicious activity on your server.
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