Telnet Commands

Index: GameAPI > CmdId

Updated to Version: Experimental 8.0.1 1610

Currently these are all of the known Telnet commands with basic explanations

For a full list of availible console commands, with documentation: ConsoleCommands
Some commands on that list also doubles as Telnet commands (!) (marked "is telnet": "V")

**This list is 'telnet-only' commands**

### gents

Command: *gents*

List all structures on all playfields (only dedi/server)

### initadmin

Command: *initadmin*

Sets myself as the initial administrator.

This command can only be executed if there is no player

with admin permissions.

### Instances

Command: instances

Shows information of all running instances

### plys

Command: *plys*

Shows all players in the game

### remoteex

Command: remoteex

```
Use pf=<process id> or cl=<client id> to send console command to

```

 Send in-game console commands to a player or playfield

 Player example: remoteex cl=xyz sector Akua (replace xyz with your player client ID)

 Playfield example: remoteex pf=13012 destroy 26035 / remoteex pf=13012 regenerate 34

 replace 13012 with the Playfield Proccess ID

 The other number is the entity ID of the ship/poi

*Note that any command will be executed no matter the users privelegies on the server (Will not check if the user 'is allowed to execute' command)*

known to work:

```
remoteex cl=P 'marker add name=N pos=X,Y,Z w wd expire=T'

```

places a waypoint on the in-game map for the player that is ClientID "P"

w for Waypoint (optional, currently bugged. all plotted coordinates show as waypoints)

wd = remove when player gets close (not tested, may be default)

Variables:

P = clientID

N = a string with no spaces

X/Y/Z = the coordinates, whole numbers ONLY

T = time in seconds till the mark dissapears (Note: can't use wd and Expire in the same mark)

For all valid RemoteEx commands (ConsoleCommands)

Note, that Console Commands with spaces must be inside quotationmarks to work.

### saveandexit <timeout>

Command: *saveandexit*

Saves the game and exits after a given timeout.

NOTE: Issuing this command automatically cancels a scheduled 'stoppf' command!

When using a timeout some warning messages will be broadcasted before actual exiting.

*saveandexit* [<timeout in minutes: max=15>]

- when a timeout is given the exit will be delayed accordingly

*saveandexit cancel* - cancels a scheduled exit

*saveandexit* - shows a scheduled exit

Examples: saveandexit 10

### say

 Sends a chat message to players or factions

* say 'text with blanks'                   -> send a message to all players
* say f:<faction-token> 'text with blanks' -> send a message to a specific faction
* say p:<client-id> 'text with blanks'     -> send a message to a specific player

(use 'plys' to get client ids)

 Examples: say f:Abc 'We deleted the problematic SV'

```
say p:37  'I restored your lost HV'

```

### servers

Command: *servers*

Lists all connected playfield severs

can also do things like

### stoppf

Command: *stoppf*

Stops a specific or all playfield servers - optionally after a given timeout.

NOTE: Issuing this command automatically cancels a scheduled 'saveandexit'!

When using a timeout some warning messages will be broadcasted before actual stopping.

Remaining connected players will be disconnected, they can immediately reconnect.

*stoppf* <playfield name>|all [<timeout in minutes: max=15>]

- stops the server that provides the playfield (or all servers)

- when a timeout is given the stop will be delayed accordingly

Note: Put playfield name in single quotes if it contains spaces

stoppf <playfield name> kill

- immediately kills the server process that provides the given playfield

Use only if a normal stop didn't work (may result in not saving latest data)

*stoppf cancel* - cancels a scheduled server stop

*stoppf* - shows a scheduled stop - if any

Examples: stoppf Ningues

note: currently unknown how to create a global scheduled stop of all servers with a timeout value (syntax unknown for "all" option)