Holdfast: Nations At War
Install with App

Details

Latest version
1.1.2
Last Updated
First Uploaded
Downloads
72
Likes
1
Size
58KB
Dependants

Categories

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_Holdfast 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 1.1.2]

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.

Four 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.
  • FIGHT, blue. In a melee they were not already flagged for, so they are held back from flagging while it lasts. See Melee grace.
  • AFK, grey. Has not moved for a while. See Players standing still.

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.

Finding players by class, regiment or side

The game's P menu already lists round players with a class icon, but its search box only matches names and IDs. This mod widens it, so typing a class, a regiment or a faction narrows the list and the counter above shows how many.

By class:

  • A class name. rifleman, surgeon, sapper, grenadier. A prefix is enough, so rifle works.
  • A shorthand. line for line infantry, plus officer, sgt, medic, flag, drummer and gunner.
  • A group. cavalry for hussars and dragoons, skirmishers for rifles and light infantry, rank & file for the line, plus infantry, artillery, support, naval, sailor and officers.

By faction. british, french, prussian, russian, italian, austrian, allied, central, spanish, privateer, american. Country names work too, so france and britain find the same players.

By side. attackers and defenders resolve to whichever faction is attacking or defending this round, so you do not have to remember which is which. att and def are enough.

Together. Two or three of those combine, so french cav is French hussars and dragoons, and defenders surgeon is the defending side's surgeons. Plurals are understood everywhere, so officers and officer do the same thing.

By regiment. Tags are full of brackets, dots and dashes nobody wants to type, so both sides are stripped to letters and digits before matching, and accents are folded. [45e] is found by 45e or 45, and 7.Fuß is found by 7fus. Player names are matched the same way, so punctuation stops hiding people there too.

Nothing else changes. A name still searches names, a number still searches IDs, clearing the box brings the full list back, and every row keeps its normal admin buttons so you can act on whoever you find. Anything the mod cannot read as a class, faction or side is handed straight back to the name and tag search, so a regiment called Light still finds itself. This part needs no rc login, because it only filters a list the game already shows you.

It lists, it does not judge. Whether a regiment should be taking that class is your call. The three halves turn off separately with ClassFilterEnabled, FactionSearchEnabled and RegimentSearchEnabled.

Sending a player back to their regiment

Expanding a player's row as an admin gives the usual actions - Go To, Bring, Heal, Slap, Revive, Slay. This mod adds two more at the end:

  • To Regt. Teleports that player to their own regiment. The destination is the regiment mate standing nearest the middle of the group, so they land in the line rather than on whichever straggler happened to be closest. With no living regiment mate it falls back to their nearest living teammate.
  • Rez + Regt. The same thing for a dead player: it asks the server to revive them, waits for them to come back, then teleports them. If the revive does not land within four seconds the teleport is dropped rather than fired into nothing.

Both use the game's own admin plumbing - the revive request the Revive button sends, and rc teleport - so the server authorises them exactly as it would a command you typed. They live inside the admin block of the row, so they only exist for a logged in admin. RowActionsEnabled removes them.

Reading the kill log

Teamkills usually earn a revive, unless the victim was in a melee. The admin kill log now says which, so the call can be made from the log instead of from memory.

Every kill is marked in the space between the two names:

Mark Meaning
IN MELEE The victim was in a melee when they died.
NO MELEE They were not.
blank The mod was not tracking, so it does not know. Never read this as a clean kill.

A player counts as being in a melee from the moment they are part of one against the other side: their melee attack hits an enemy, their attack is blocked by one, or they block one. Friendly swings are ignored, so teamkilling a man in your own spawn does not mark him as fighting. It spreads to everyone within MeleeChainMetres of them, whichever side they are on, so standing in a scrum counts even if your own blade never lands. It ends once nobody in that group has hit or blocked for MeleeWindowSeconds. A kill from range keeps its distance and gains the mark after it, so a shot teamkill reads 12.3m IN MELEE.

The blank state is deliberate. The mod can only watch while you are in the round, so kills from before you joined are marked blank rather than guessed at.

Teamkills only. The tab gets an ALL KILLS button that switches to TEAMKILLS and hides everything else. Typing tk in the kill log search box does the same, which is also the fallback if the button cannot be placed. Suicides are not counted as teamkills.

Flags

Finding the flags on a 150 player field is most of admining a CTF event, so with FlagHighlightEnabled on and the overlay up, every flag in the round is marked: a cyan ring and a beam at the carrier's feet or at the flag where it lies, a label saying who has it, and a line at the top of the corner list with the distance to it.

This one ships off, because it has nothing to mark outside a flag game mode.

Both halves of a flag's life are covered. A carried flag is read from what each player has in hand, so it follows them live. A flag on the ground is the map's own pickup object, which is where the flag sits at the start of a round and where it lands when a carrier dies, so it is marked with the faction it belongs to.

On the minimap, the carrier's own pointer is tinted cyan rather than given a second marker, and a flag lying on the ground gets a marker of its own. The minimap's scale and rotation are not exposed to a mod, so they are solved from the game's own player pointers; if too few are visible to solve it, the world marks and the corner list still work and only the minimap marker is skipped.

Nothing here is tied to one CTF mod. Every flag carryable the game has counts - the faction flags a CTF mod moves around, and the custom bearing flag - so any mod or map using them is picked up. Like everything else that reveals another player, it needs an rc login. FlagMinimapMarkers turns off the minimap half on its own.

Players standing still

A player who has not moved for AfkSeconds is drawn grey, with AFK after their name in the corner list and their time still in the label. They keep their ring and their place in the list, so someone parked where they should not be is still visible, just not read as someone worth flying to. Moving more than AfkMoveMetres clears it on the next tick. AfkMarkEnabled turns it off.

Melee grace

The last man standing in a fight his regiment started is not a rambo. So when a player enters a melee without already being flagged, flagging is held off until MeleeWindowSeconds after that melee ends, plus the usual RamboHoldSeconds, and the label reads FIGHT instead. Their dwell keeps building underneath, so if they are still out on their own when the grace lapses they flag at once rather than starting over. A player who charged in alone was already flagged when the melee started, so he gets no grace. MeleeGrace turns it off.

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], [CTF], [AFK], [Display], [PMenu] and [KillLog] 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.
MeleeGrace true Hold off flagging a player whose melee started before they were flagged.
FlagHighlightEnabled false Highlight flags in the world and in the corner list.
FlagMinimapMarkers true Also tint the carrier on the minimap and mark dropped flags there.
AfkMarkEnabled true Grey out players who have stopped moving.
AfkSeconds 90 Seconds without moving before a player counts as AFK.
AfkMoveMetres 0.75 Metres of movement that resets the AFK timer.
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.
ClassFilterEnabled true Let the P menu player search box filter by class.
RegimentSearchEnabled true Also match regiment tags there, ignoring punctuation and accents.
FactionSearchEnabled true Also match factions and sides there, and combine them with a class.
RowActionsEnabled true Add the To Regt and Rez + Regt buttons to a player's admin actions.
MeleeMarkerEnabled true Mark each kill log entry with whether the victim was in a melee.
TeamkillFilterEnabled true Add the teamkills only toggle, and accept tk in the kill log search box.
MeleeChainMetres 10 How close to a fight a player must be to count as in that melee.
MeleeWindowSeconds 10 Seconds without a hit or block anywhere in the melee before it counts as over.

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 under the repo 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.

Where things live

Folder What is in it
Core The plugin itself, its driver, settings, logging and the hotkey.
Game Everything that reads the game: player snapshots, faction and round lookups, text matching.
Tracking The scorers - isolation, formation, melee, AFK and flags.
Overlay What gets drawn: the HUD, the world rings and the minimap markers.
PMenu The patches on the game's own P menu: search, kill log and the row actions.

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.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.