服主:全部参数

服主:全部参数

首页服主:首页服主:全部参数

MediaWiki:Timer12020/12/07 13:28:0本文上次更新

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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 授权。×

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