Chat commands

You type everything on this page in the normal Team Fortress 2 chat. There is no client to install and no second window to keep open.

For the players

Type this What the server does
!ap Print the help
!ap status Print the mission, the wave, the unlocked classes and slots, and whether the bridge is connected
!mission List the missions of the run: the one that plays, the cleared ones, the locked ones
!ap missing List the checks nobody found yet
!ap checked List the checks already found
!ap remaining List what is left, if the room allows it before the end
!ap players List the players in the multiworld
!ap hint Class: Scout Ask where an item is
!ap hint_location Doe's Doom Wave 3 Ask what a check holds
!ap options Print the options of the session
!ap help Print the help of the room
!apchat nice one Talk to the other players of the multiworld
!ap_buffs Show the buffs on your loadout
!ap unlock mission Test mode only. Hand over the next mission ticket.

The game server itself answers !ap status and !mission, so they work when the room does not answer. Every other !ap command goes to the room, which answers in the chat. Team chat works the same as all chat.

Hints cost hint points, which the session earns from checks. Type the whole item name, with its prefix. !ap hint Scout does not find Class: Scout. The room answers with the name it thinks you meant, so the second try works.

Commands that are refused

The list above is the whole list. The server refuses any other command:

[AP] That multiworld command cannot be sent from the game. It cannot be undone.

Every allowed command only reads. The missing ones change the run, and nothing undoes them. !release, for example, hands every remaining item of this server to the other players. One line from one player ends the run for everybody.

Other refusals

The chat says Why
Wait a moment before speaking to the multiworld again. One player can speak once every three seconds
Too much is going to the multiworld. Wait a moment. Five lines at once for the whole server, then one every three seconds
That line is too long for the multiworld. A line is at most 300 characters
The bridge has no connection to the multiworld. It refused your line. The room is unreachable right now

A refused line is never queued.

For the admin

An admin is a Steam id in Admins by Steam id, on the Game server settings page. In .env, it is SRCDS_ADMIN_STEAMIDS. Either form works: the 17-digit id from a profile URL, or STEAM_0:1:....

Type this What the server does
!mission 3 Switch to the third mission of the list
!mission mvm_decoy_intermediate Switch to a mission by file name
!ap bots Open the bot team as a menu. Pick a seat, then a class.

The server tells a player who is not an admin no. It refuses a mission the run has not unlocked for everybody.

A bot change made during a wave applies at the next break, because a bot removed during a wave drops its buildings.

For the host

The same commands, and a few more, run from the remote console. In the launcher, type them in the rcon box under the log on the Play tab. With Docker, use make rcon.

Command What it does
sm_ap_status Print the mission, the wave, the game events the server sends, the unlocks, the missions, and the last error
sm_ap_mission List the missions of the run. With an argument, switch to one
sm_ap_resync Ask the bridge for the unlock set again
sm_ap_buffs Show the buffs on the current loadout

The console is the server itself, so it reaches every command whatever Admins by Steam id says.

Debug and test commands

These need root admin access. Test buffs last until the plugin, the map or the run state reloads.

Command What it does
`sm_ap_buff_test <1-80\ effect-key\ all> [levels]` Add effects to your active weapon. Example: sm_ap_buff_test projectile-count 3
`sm_ap_buff_give <1-80\ effect-key\ all> [levels]` Add effects to another RED player's active weapon
`sm_ap_buff_slot <1\ 2\ 3\ primary\ secondary\ melee> <1-80\ effect-key\ all> [levels]` Add effects to an equipped item by slot
sm_ap_projectile_debug on Turn on projectile diagnostics
sm_ap_projectile_debug Print the 24 most recent diagnostic lines
sm_ap_projectile_debug off Turn off projectile diagnostics
`sm_ap_unlock_override <on\ off>` Allow every class and slot for now, or restore the run's locks
sm_ap_bundle [credits] Pay a test Cash Bundle, 200 credits by default
sm_ap_report wave_cleared [wave] Report a cleared wave by hand
sm_ap_report mission_cleared Report a cleared mission by hand
sm_ap_report death Report a lost wave by hand

In the chat, drop the sm_ prefix: !ap_buff_test projectile-count 3. From the game's own console, send the command to the server with cmd sm_ap_buff_test projectile-count 3.

sm_ap_report with no wave number uses the current wave. Reporting the same check twice does nothing: the bridge identifies a check by its place.

The console variables

Set one for the session with tf2ap_debug 2 in the command box. To keep it across restarts, edit cfg/sourcemod/tf2_archipelago.cfg in the game files.

Variable Default What it does
tf2ap_announce 1 Write the cleared waves and the received items in the chat
tf2ap_chat 1 Write what the rest of the multiworld says in the chat
tf2ap_debug 1 0 writes nothing. 1 writes every bridge call and game event to the console and the SourceMod log. 2 writes them to the chat as well.
tf2ap_bridge_url http://127.0.0.1:24680 Where the bridge is. Do not change it.
tf2ap_start_mission empty The mission the server starts on. The launcher writes it from Start mission.
tf2ap_next_mission_delay 30 Seconds between a mission clear and the next mission. 0 leaves the game's own cycle to it.
tf2ap_bot_upgrades_chat 0 Write what the bots buy at the upgrade station in the chat
tf2ap_bots_wait_for_players 1 Hold the bots unready until every player on RED is ready
tf2ap_bots_backfill 1 Put a bot back on RED when a player leaves between waves

Errors reach the chat whatever tf2ap_announce says.

Next: The bots on your team.

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