AdminHelper
A tool to assist in event admining. Lists and highlights players who are ramboing.
| Date uploaded | 3 weeks ago |
| Version | 1.0.0 |
| Download link | Ryanlt-AdminHelper-1.0.0.zip |
| Downloads | 22 |
| Dependency string | Ryanlt-AdminHelper-1.0.0 |
This mod requires the following mods to function
HoldfastModding-BepInExPack_Holdfast
BepInEx pack for Holdfast: Nations At War. Preconfigured and ready to use.
Preferred version: 5.4.2305Ryanlt-RyLib
Shared UI library for Holdfast client mods. Lets several mods add P menu tabs, a shared Mods tab, a battle map, player and kill log actions, key hints and world or minimap markers without colliding.
Preferred version: 1.0.0README
AdminHelper
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
RamboThresholdforRamboHoldSeconds, 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 atClusterFarMetres. See Tuning it for what those two numbers actually mean in metres. - Time. The score builds while you stay out and falls
RecoverMultipliertimes 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, andEnemyCrowdenemies at contact means the full score. A lone enemy at contact counts half of what a full crowd does. - Formation. Being in formation removes
FormationSuppressionof 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 raiseRiseSecondsso 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, orRamboHoldSeconds.
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.
CHANGELOG
Changelog
1.2.0
Now built on RyLib, a shared UI library, so AdminHelper and other mods can
add to the P menu without breaking each other. Mod managers install it automatically; by hand, it goes in
BepInEx\plugins\RyLib\.
The overlay is drawn in the world, not on a HUD. Watched players glow through walls and terrain, with a ring
at their feet and a label that sits under the P menu rather than over it. The corner list and your own score
readout are gone, and with them ShowCornerList, ShowOwnScore and StartHudVisible. New ShowGlow.
Rambo UI modes. A Rambo UI button under the players list steps between Always On, Freeflight (only in free
roam) and Off, like the game's Admin Raygun, and the mode is remembered between launches. F6 still hides and
restores it. New RamboUi.
Colours say how bad it is. Isolation alone runs green to yellow; any danger turns the mark orange, deepening to red. FIGHT stays blue and AFK grey.
Spectate rambos with [ and ]. Steps through watched players worst first, and the game's own key bar shows
a Spectate Rambos entry in free roam and while spectating. New SpectatePrevKey and SpectateNextKey.
All settings in the P menu, under a shared Mods tab: Mods > AdminHelper, grouped into Rambo Detection, Flags, Players Tab, Kill Log and Map.
Kill log. A melee kill is marked with crossed swords, explained by a line under the heading; the old
IN MELEE / NO MELEE text is gone. While Rambo UI is on, names are coloured by their rambo mark at the moment
of the kill. Clicking a row opens actions for the killer and the victim.
Reg TP prefers the same class. It sends a player to the middle of their regiment's players of the same class, and to the closest friendly player when there are none.
Flags glow in their faction's colour instead of a ring and beam, and follow the game's minimap reveal rules,
with FlagMinimapAlways letting admins see all of them. New ShowFlagLabels. Every flag setting is now off by
default, including FlagMinimapMarkers.
A battle map. A Map tab with an overhead picture of the battle, every player drawn by class in
their faction's colour, a class legend, search, zoom, rambo outlines and flags, and admin actions that only fire
after a button is pressed. Turn it off with MapEnabled or Mods > AdminHelper > Map.
1.1.2
The player search reads factions and sides. french, allied, austrian and the country names behind them
all filter the players tab, and attackers or defenders resolve to whichever faction is attacking or defending
this round. They combine with a class, so french cav is French hussars and dragoons and def surgeon is the
defending side's surgeons, and plurals are understood throughout. Class groups grew too: skirmishers,
rank & file, infantry, support and horse. Anything the mod cannot read is handed straight back to the
stock name and tag search, so nothing that worked before stopped working. New FactionSearchEnabled.
Two new buttons on a player's admin row. Reg TP teleports that player to their own regiment - to the mate
standing nearest the middle of the group, so they land in the line rather than on a straggler - and
Rez + Reg TP revives a dead player first, waits for them to come back, then sends them. Both go through the
game's own admin plumbing, and both live in the admin block, so they only exist once you are logged in. New
RowActionsEnabled.
Source files are now grouped into Core, Game, Tracking, Overlay and PMenu folders. No behaviour
change, but build.ps1 now recurses.
1.1.1
Three additions for CTF events.
Flags are highlighted. With the overlay up, every flag in the round gets a cyan ring and a beam, either at
the carrier's feet or where the flag is lying, a label saying who has it, and a line at the top of the corner
list with the distance. On the minimap the carrier's own pointer is tinted rather than doubled up, and a flag on
the ground gets a marker of its own, named by its faction. Every flag carryable the game has counts, so this is
not tied to one CTF mod. It ships off, since it only matters on a flag game mode - turn on
FlagHighlightEnabled under the new [CTF] section.
Players standing still are greyed out. Anyone who has not moved for AfkSeconds is drawn grey with an AFK
tag, so a parked player is not read as someone worth flying to. They keep their ring and their place in the list.
New [AFK] settings.
Melee grace. A player who enters a melee without already being flagged is not flagged while it lasts, plus
the usual window afterwards, and the label reads FIGHT. The last one or two left alive in a fight their mates
started no longer read as rambos, while a player who runs in alone still flags. Their dwell keeps building
underneath, so nothing is lost if they really are out on their own. Turn it off with MeleeGrace.
1.1.0
Two additions, both inside the game's own P menu rather than a separate window.
Find players by class or regiment. The players tab search box now also matches class names and shorthands,
so rifleman, rifle, line, sgt and cavalry all narrow the list, with the count above it. Regiment tags
are matched with punctuation and accents stripped from both sides, so [45e] is found by 45e or 45, and
7.Fuß by 7fus. Searching by name or ID is unchanged.
Kill log. Every kill is marked with whether the victim was in a melee when they died, so a teamkill in a
scrum can be told apart from a clean one. A player counts as being in a melee once they hit, block, or are
blocked by the other side, and that spreads to everyone standing within MeleeChainMetres of them. A blank mark
means the mod was not tracking and does not know, which is never to be read as a clean kill. A square toggle
beside the heading switches the log to teamkills only, and typing tk in its search box does the same.
New settings live under [PMenu] and [KillLog].
1.0.1
Fixed the BepInEx dependency. 1.0.0 depended on BepInEx-BepInExPack, which is not published in the Holdfast
community, so mod managers could not resolve it and installed no loader. Now depends on
HoldfastModding-BepInExPack_Holdfast. No code changes.
1.0.0
First release. Built for BepInEx 5.