Husky testpage

## V2 Admin tools

### Changes

**1.** The commandline option for booting server : `RANDOM= NONE / ALWAYS / FIRST` will be removed

**2.** The server settings will have the following map rotation options :

* **LevelList,** = Selection of level, order as in the file
* **LevelList\_Randomized,** = Selection of level, order randomized
* **LayerList** = Selection of layer, order as in the file
* **LayerList\_Randomized** = Selection of layer, order randomized
* **Random** = Random level across everything loaded ( default)

**3.** There will be two separate setting files : `LevelRotation.cfg` & `LayerRotation.cfg` depending on what you wanna use

### Map Management

**Change the level ( and pick a random layer on it) and travel to it immediately**

* AdminChangeLevel, Arg<String>("LevelName"));

**Set the next Level ( and pick a random layer on it) to travel to after this match ends**

* AdminSetNextLevel, Arg<String>("LevelName"));

**Change the layer and travel to it immediately**

* AdminChangeLayer, Arg<String>("LayerName"));

**Set the next layer to travel to after this match ends**

* AdminSetNextLayer, Arg<String>("LayerName"));

**Ask the server what the current level & layer are**

* ShowCurrentMap;

**Ask the server what the next level & layer are**

* ShowNextMap;

**Trigger a Level Vote for immediate change**

* AdminVoteLevel, Arg<String>("Choices, concatenated by +"));

**Trigger a Layer Vote for immediate change**

* AdminVoteLayer, Arg<String>("Choices, concatenated by +"));

**Trigger a Level Vote for next match**

* AdminVoteNextLevel, Arg<String>("Choices, concatenated by +"));

**Trigger a Layer Vote for next match**

* AdminVoteNextLayer, Arg<String>("Choices, concatenated by +"));

**Ingame text vote**

* AdminVote Arg<String>("Vote name"), Arg<String>("Choices, concatenated by +"));

### Game Flags

**Sets the fog of war active in the match**

* AdminSetFogOfWar, Arg<Boolean>("Layer based setting"));

**Force all vehicle availability**

* AdminForceAllVehicleAvailability, Arg<Boolean>("Layer based setting, usually Disabled"));

**Force all deployables availability**

* AdminForceAllDeployableAvailability, Arg<Boolean>("Layer based setting, usually Disabled"));

**Force all roles availability**

* AdminForceAllRoleAvailability, Arg<Boolean>("Layer based setting, usually Disabled"));

**Force all actions availability**

* AdminForceAllActionAvailability, Arg<Boolean>("Layer based setting, usually Disabled"));

**Make all vehicle respawn timer public**

* AdminEnemyVehicleTimerVisible, Arg<Boolean>("Layer based setting, usually Disabled"));

**Disable Team change timer**

* AdminNoTeamChangeTimer, Arg<Boolean>("Layer based setting, usually Timers active"));

**Disable respawn timer**

* AdminNoRespawnTimer, Arg<Boolean>("Layer based setting, usually Timers active"));

**Sets the server to disable vehicle claiming**

* AdminDisableVehicleClaiming, Arg<Boolean>("Layer based setting, usually Claiming Enabled"));

**Sets the server to disable vehicle Team Requirement**

* AdminDisableVehicleTeamRequirement, Arg<Boolean>("Layer based setting, usually Requirement active"));

**Sets the server to disable vehicle Kit Requirement**

* AdminDisableVehicleKitRequirement, Arg<Boolean>("Layer based setting, usually Requirement active"));