Ryanlt-AdminHelper icon

AdminHelper

A tool to assist in event admining. Lists and highlights players who are ramboing.

Last updated 2 hours ago
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Categories Tools
Dependency string Ryanlt-AdminHelper-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

AdminHelper

Latest release License

A BepInEx mod for Holdfast: Nations At War that finds "rambos": players who have left their formation and are off fighting on their own. It scores every player continuously and marks the ones who stay out, so an admin does not have to eyeball a 150 player field.

It only works for admins. Nothing about another player is drawn until the server itself has authenticated your rc login. See Admin only.

Install

With a mod manager. Install through r2modman or Thunderstore Mod Manager and launch the game from the manager. BepInEx is pulled in as a dependency, so there is nothing else to set up.

By hand. Install BepInExPack into the game folder and run the game once so it creates its folders. Then download AdminHelper.dll from the latest release and put it here:

Steam\steamapps\common\Holdfast Nations At War\BepInEx\plugins\AdminHelper\AdminHelper.dll

Did it work?

Open BepInEx\LogOutput.log and look for:

[Info   :   BepInEx] Loading [AdminHelper 1.0.0]

If it is not there, the mod was not loaded. See Troubleshooting.

Using it

Log into the server console as normal:

rc login <password>

From then on, anyone drifting gets a ring at their feet and a floating label with their scores. The marker appears as soon as ISO passes RingThreshold and clears the moment they come back, because it follows the live score rather than a timer.

Two states:

  • ISOLATED, yellow. Out of position right now. Worth a look.
  • RAMBO, red. Has held above RamboThreshold for RamboHoldSeconds, and the label counts the seconds.

A corner list gives you the same players sorted worst first, with scores and distance, so you know who to fly to.

The overlay starts hidden, so press F6 to show it. It then stays as you left it, across rounds and map changes, until you quit the game. The scorer keeps running while it is hidden, so nothing is lost and a player already flagged is still flagged when you bring it back. Change the key with ToggleKey, or set StartHudVisible to have it up from the start.

The two numbers

Meaning
ISO Isolation. How far you are from your own side, built up over time.
DGR Danger. How much of that isolation is actually a threat, based on how deep into the enemy you are.

Both run 0 to 100, and DGR never exceeds ISO. A player alone in an empty field scores high ISO and zero DGR, because being lost is not the same as ramboing. The same player at 60 ISO standing in the middle of three enemies scores close to 60 DGR. Sort your attention by DGR, use ISO to see why.

How a player is scored

Four signals, recomputed five times a second:

  • Distance from your side. The midpoint of your two nearest living teammates, and how far you are from it. Nothing counts under ClusterNearMetres, and it saturates at ClusterFarMetres. See Tuning it for what those two numbers actually mean in metres.
  • Time. The score builds while you stay out and falls RecoverMultiplier times faster when you rejoin, so brief separations do not flag.
  • Enemies. How close the nearest enemy is and how many are inside EnemyRadius. This scales ISO into DGR: no enemies nearby means no danger at all, and EnemyCrowd enemies at contact means the full score. A lone enemy at contact counts half of what a full crowd does.
  • Formation. Being in formation removes FormationSuppression of the raw signal. Three ways to qualify: standing inside an officer's or sergeant's placed form line, sitting on a line your neighbours also sit on, or being in a tight cluster such as a square or a skirmisher knot. The last two cover regiments who line up manually without ever using the order.

Cavalry is not scored by default, since operating apart is its job. Artillery is never scored. Add anything else you do not want flagged to ExemptClasses.

Admin only

Every part of this mod that reveals another player is behind rc login. Without it, the mod draws nothing but your own scores.

That gate is deliberate. A HUD that marks isolated enemies is a wallhack in everything but intent, so it is tied to the server's own admin authentication rather than to a setting. RequireAdminLogin exists so you can test against bots on your own server, and turning it off gives you exactly what it sounds like.

Settings

BepInEx\config\com.ryannlt.adminhelper.cfg, written on first run. Read live, so edits apply within a second with no restart. Entries are grouped into [General], [Isolation], [Scoring], [Danger], [Formation], [Flagging] and [Display] sections.

For an in-game editor instead of a text file, ConfigurationManager works, but only after setting HideManagerGameObject = true under [Chainloader] in BepInEx\config\BepInEx.cfg. Holdfast's BepInEx pack ships that as false, which stops ConfigurationManager drawing at all.

Setting Default Effect
Enabled true Master switch. Off stops the scorer as well as the HUD.
TickHz 5 Scoring ticks per second.
RequireAdminLogin true Only reveal other players after an rc login.
ClusterNearMetres 10 Distance from your two nearest mates at which isolation starts counting.
ClusterFarMetres 30 Distance at which isolation is saturated.
RiseSeconds 6 Time constant for the score climbing.
RecoverMultiplier 3 How much faster it falls than it climbs.
EnemyRadius 30 How close an enemy must be before any isolation counts as danger.
EnemyCrowd 3 Enemies inside the radius that count as being fully inside their formation.
FormationSuppression 0.9 Fraction of the raw signal removed while in formation.
LineRadius 10 Radius searched for formation mates.
LineMinMates 2 Mates needed before the line fit is attempted.
LineMaxMates 6 Most mates fed into the line fit.
LineResidual 2 Metres of spread either side of the line still counted as a line.
ClusterMinMates 3 Mates close by that count as a square or skirmisher knot.
ClusterFormationRadius 8 Radius for the tight cluster test.
RingThreshold 40 ISO at which a marker appears. Follows the live score, so it clears on return.
RamboThreshold 75 ISO at which the dwell timer starts.
RamboHoldSeconds 5 Seconds of dwell above the threshold before flagging.
ScoreCavalry false Score cavalry too.
ExemptClasses empty Comma-separated class names never flagged, e.g. Surgeon,Sapper.
ShowRings true Ground ring under each watched player.
ShowLabels true Floating name and score label.
ShowCornerList true Corner list of watched players, worst first.
ShowOwnScore true Your own scores plus the raw distances behind them. Works without an rc login.
MaxLabels 12 Most floating labels at once, worst first.
ToggleKey F6 Key that hides and shows the HUD. Any KeyCode name.
StartHudVisible false Whether the HUD starts visible when the game launches.

Tuning it

ShowOwnScore is on by default and shows the raw inputs under your scores: how far you are from your two nearest mates, how far the nearest enemy is, whether you count as in formation, and your dwell time. Walk away from your own line and watch those move. Every threshold below is picked from that one readout.

The scale is set by two numbers. The score climbs towards the raw distance signal and stops there, so a player is only ever flagged if their distance alone clears the threshold. With the defaults:

Metres from your two nearest mates Score settles at
under 10 0
15 25
18 40, a marker appears
20 50
25 75, flagged as a rambo
30 and beyond 100

So a marker appears at about 18 m out and the rambo flag needs more than 25 m held for long enough: roughly 8 seconds to cross, plus RamboHoldSeconds on top.

  • Too many false positives? Raise ClusterFarMetres, which stretches the whole scale, or raise RiseSeconds so players have longer to get back.
  • Missing obvious rambos? Lower ClusterFarMetres. If your typical rambo sits 18 m out, set it to 22 and they cross.
  • Flagging too slowly? Lower RiseSeconds, or RamboHoldSeconds.

Dwell decays instead of resetting, so tapping back onto the line for a second does not wipe a rambo's timer. It falls at RecoverMultiplier times the rate it builds, which clears a long-standing flag in a few seconds once the player is genuinely back.

Troubleshooting

Nothing in the log at all, or no log. BepInEx is not running. Check that winhttp.dll and a BepInEx folder sit next to Holdfast NaW.exe. If you use a mod manager, launch the game from it rather than from Steam.

Mod loads but nothing is drawn. You are almost certainly not logged into the server console. Run rc login <password> and try again. If that is not it, check Enabled and press the toggle key.

Nothing is drawn and the log has no scene loaded line. The mod lost its frame loop. Open an issue with BepInEx\LogOutput.log; the driver awake, driver destroyed and scene loaded lines say what happened.

Rings are missing but labels work. The ring shader could not be found. Set ShowRings to false and open an issue with your log.

The game crashes on launch after adding the mod. Remove the .dll, launch to confirm the game is fine, then open an issue with BepInEx\LogOutput.log attached.

Building

Only needed if you want to change something. Otherwise use the release above.

Requires: the game installed, BepInEx installed in an r2modman profile, and a .NET SDK for the compiler.

powershell -ExecutionPolicy Bypass -File .\build.ps1

That compiles every .cs in the folder and copies the .dll into the r2modman profile's BepInEx\plugins\AdminHelper\. Restart the game to load it. Add -NoDeploy to build without copying, which is useful while the game is running and holding the file. -ProfileName picks a profile other than Dev.

package.ps1 builds the same way and stages an uploadable Thunderstore zip in Package\.

The script expects the default install path:

C:\Program Files (x86)\Steam\steamapps\common\Holdfast Nations At War

Edit $GameDir at the top of the script if yours differs.

The .csproj is for IDE support only. build.ps1 is the real build. It drives csc directly, which avoids needing a targeting pack installed.

Why there is no CI build

Building needs Assembly-CSharp.dll from a real install. Those are AGS files, not mine to redistribute, so they cannot be committed here and a GitHub Actions runner has no way to get them. Releases are built locally and uploaded by hand.

Compatibility

Built against Holdfast on Unity 2022.3.62f2 with BepInEx 5.4.23.5 (Mono). It reads named fields rather than offsets, so it usually survives game updates. If AGS renames or restructures the client player managers it will stop working rather than misbehave. Open an issue if that happens.

Licence

MIT. Do what you like with it, no warranty.