OpenMoHAA 0.82.0
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This documentation currently only lists new changes that were introduced in OpenMoHAA. For a list of known settings, see Server configuration.
If you want to use containers, see Creating a Docker image.
OpenMoHAA uses a dedicated home directory by default for user data and mods. This behavior can be customized:
set fs_homepath Z:\openmohaa_data
: User data will be read and written in the directory located in Z:\openmohaa_data
set fs_homepath homedata
: The subdirectory homedata
in the game directory will be used to read and store user dataset fs_homepath .
: Not recommended, the game directory will be used for storing user data, just like the original MOH:AAAPPDATA%\openmohaa
~/.openmohaa
~/Library/Application Support/openmohaa
Network settings can be adjusted to use either IPv4, IPv6, or both. By default, IPv6 is disabled on dedicated servers.
set net_enabled 0
: Disable networking.set net_enabled 1
: Enable IPv4 only (the default for dedicated servers).set net_enabled 2
: Enable IPv6 only.set net_enabled 3
: Enable both IPv4 and IPv6 (the default when running the standalone game).Flood protection is turned off by default in OpenMoHAA (sv_floodProtection 0
).
Flood protection prevents spam but can sometimes interfere with rapid actions like reloading and checking scores within a short period of time. It can be disabled with set sv_floodProtection 0
.
For more details on preventing message spamming, check out the Chat section below.
The game periodically checks for new versions in the GitHub project page in the background. Updates are not applied automatically, they must be downloaded and installed manually.
Update checking is enabled by default, but can be disabled with:
set net_enabled 0
, disables networking as mentioned aboeset com_updatechecker_enabled 0
If disabled, remember to check the project page for new versions. Updates can improve security and provide important fixes against exploits.
A new variable, sv_netoptimize
, enables a feature that optimizes network bandwidth by not sending players information about others they can't see. For each client, the server optimizes by only transmitting data about players within their view. Clients will not receive information about players they can't see. This feature also helps protect against cheaters:
set sv_netoptimize 0
: Disable optimization - the defaultset sv_netoptimize 1
: Enable optimization for entities that are movingset sv_netoptimize 2
: Enable optimization, alwaysThis option exists since Medal of Honor: Allied Assault Breakthrough 2.30, however it was improved in OpenMoHAA: sounds like footsteps will be sent so players don't get confused.
Thanks to the ioquake3 project, IP bans are supported. Bans are saved in serverbans.dat
by default, (modifiable with sv_banFile
varaiable):
Name | Parameters | Description |
---|---|---|
rehashbans | Loads saved bans from the banlist file | |
listbans | Lists all banned IP addresses | |
banaddr | ip[*/subnet*] | clientnum [subnet] [reason] | Bans an IP through its address or through a client number, a subnet can be specified to ban a network range |
exceptaddr | ip[*/subnet*] | clientnum [subnet] | Adds an IP as an exception, for example IP ranges can be banned but one or more exceptions can be added |
bandel | ip[*/subnet*] | num | Unbans an IP address or a subnet, the entry number can be specified as an alternative |
exceptdel | ip[*/subnet*] | num | Removes a ban exception |
flushbans | Removes all bans |
Examples:
banaddr 192.168.5.2
bans IP address 192.168.5.2.banaddr 192.168.1.0/24
bans all 192.168.1.x IP addresses (in the range 192.168.1.0-**192.168.1.255**).banaddr 2
bans the IP address of the client **#2**.banaddr 4 24
bans the subnet of client **#4** - i.e if client .**#4** has IP 192.168.8.4, then it bans all IPs ranging from 192.168.8.0-**192.168.8.255**.exceptaddr 3
ads the IP of client **#3** as an exception.bandel 192.168.8.4
unbans 192.168.8.4.bandel 192.168.1.0/24
unbans the entire 192.168.1.0 subnet (IP ranging from 192.168.1.0-**192.168.1.255**).To calculate IP subnets, search for IP subnet calculator
on Internet.
Chat messages are logged to console and in the logfile by default, without requiring to set the developer
variable.
The in-game chat behavior can be adjusted:
set g_instamsg_allowed 0
: Disable voice instant messages.set g_instamsg_minDelay x
: Minimum delay (ms) between voice messages (default 1000)set g_textmsg_allowed 0
: Disable all text messages. All
, team
and private
messages will be disabled.set g_textmsg_minDelay x
: Minimum delay (ms) between text messages (default 1000)Temporarily disabling text messages can be useful in situations where tensions arise in the chat. Otherwise, it's best to keep them enabled under normal circumstances.
This prevents players from joining teams with more players than others. Disabled by default.
It can be enabled with: set g_teambalance 1
.
This feature is passive: it only checks the team sizes when someone tries to join, so it won't automatically balance teams during the game.
OpenMoHAA introduced multiplayer bots which can be used for entertainment or for testing purposes. They appear in the scoreboard with their ping set to bot.
Configure bots with the following variables:
set sv_maxbots x
: Required, max number of bots allowed. The game can only handle a total of 64 players (clients), it will be limited to 64 minus the number of real players (sv_maxclients
). For example, if you set sv_maxclients
to 48, the maximum number of bots (sv_maxbots) can be 16.set sv_numbots x
: Number of bots to spawn (capped at sv_maxbots
).set sv_minPlayers x
: Configure the minimum number of players required. If the number of real players in a team is below the specified value, the game will automatically add bots to fill the gap. For example, if sv_minPlayers
is set to 8 and only 5 real players are active, the game will spawn 3 bots to make sure there are always 8 players in the game.Example with the requirement of 6 players:
Example with 4 bots playing:
main
folder.set g_navigation_legacy 1
somewhere, like in your server.cfg
file.