Resources and World
Start, stop, restart and refresh server resources, see which ones carry Raven and install or remove it (1.9.3+), clear peds, vehicles and objects, and message or announce to the players online.
Two pages that reach into the running game server rather than into Raven: Resources, which starts and stops scripts, and World, which clears what has been spawned into the map and writes to the screens of the people standing in it. Both need resource 1.5.7 or newer and both are hidden from the sidebar on anything older, because the resource has no handler to answer them.
Resources
A list of every resource on the game server with its current state. Search by name, then narrow it with Filter and reorder it with Sort, the same pair the player pages carry. The count above the list reads 12 of 40 resources, so a list the filters shortened is never mistaken for a short server.
Filter and sort
| Control | Choices | Notes |
|---|---|---|
| Filter: State | Started, Stopped, Other | Other is only offered when the list actually holds a resource in some other state, or while you have it ticked. |
| Filter: Kind | Protected, Normal | Only offered once the server has said which row is Raven’s own, or while you have it ticked. |
| Filter: Raven | Installed, Not installed, Whitelisted, No scripts | Resource 1.9.3 and newer, which reports whether each resource carries Raven. Whitelisted means the resource is on the Resources Installation whitelist. |
| Sort | Name, State | With a direction toggle. Name breaks the tie inside a State block, so flipping the direction reverses the whole list rather than only its blocks. |
The actions and what each one needs
| Action | Permission | What it does |
|---|---|---|
| Start | resources:start | Offered on a stopped resource. |
| Stop | resources:stop | Offered on a started resource. |
| Restart | resources:start | A stop followed by a start, so it needs resources:stop as well. The API checks both. |
| Refresh | resources:refresh | Runs the game server refresh command so newly added resources are picked up, then reloads the list. |
| Reload | None beyond viewing | The plain reload button next to Refresh. It only re-reads the list without touching the server. |
| Install | resources:install | Resource 1.9.3 and newer. Offered on a resource without Raven that has scripts to protect. Takes it off the Resources Installation whitelist first if it is there. |
| Uninstall | resources:install | Resource 1.9.3 and newer. Offered on a resource that carries Raven, after a confirmation. Removes Raven and puts the resource on the whitelist. |
Raven in each resource (1.9.3 and newer)
Each row carries a badge saying whether the resource's manifest has Raven's lines: Raven installed, Not installed, or No scripts for a resource such as a map or asset pack that has nothing for Raven to protect. A Whitelisted pill next to the name marks a resource on the Resources Installation whitelist.
Install and Uninstall keep that whitelist in step with what you did. Without it, Automatic would put Raven back into a resource you just removed it from on the next start or refresh, and the whitelist would take it out of one you just installed into. Both edit the resource's manifest on disk straight away, and the change applies when that resource restarts, so use Restart on the same row once it is done.
resources:install is a tick of its own and is never included by an older blanket Resources grant, because it edits files in other resources and the stored whitelist.
With view only you can read the list and press nothing. Every action here is a command carried over the game server's live connection, so none of them does anything while the server is offline, and the tooltip on the button says so.
The list lives on the game server, so it is empty while the server is disconnected and the page says so rather than showing an error or an empty list that would read as a server with no resources. It picks the list back up on its own once Raven reconnects.
World
Everything that acts on the running world rather than on one player's record: clearing what has been spawned into it, and writing to the screens of the people standing in it. The in-game admin menu carries the same page under the same name.
Clear entities
Four buttons: Clear Peds, Clear Vehicles, Clear Objects and Clear All. Each one deletes every entity of that type in the world, right now. There is no selection and no area, so clearing vehicles removes the vehicles players are driving and the ones they parked, not only whatever a spawner flooded the map with.
| Button | Permission | What it deletes |
|---|---|---|
| Clear Peds | entities:peds | Every non-player ped in the world, including mission and shop NPCs. |
| Clear Vehicles | entities:vehicles | Every vehicle in the world, including the ones players are in. |
| Clear Objects | entities:objects | Every spawned object and prop. |
| Clear All | All three | A request covering several types is checked against every one of them, so an admin granted only Objects cannot use Clear All and is not offered it. |
On this page each button asks for confirmation first and says what it is about to do, and the result reports how many of each type were removed. The server home carries the same four as an Entity Cleanup panel, named Delete Peds, Delete Vehicles, Delete Objects and Delete All, so you do not have to leave the overview for a quick cleanup. That panel has neither the confirmation nor the counts: it sends the command the moment you click and only confirms that it was sent.
A clear is written to the activity log as an entities-cleared row, with who asked and what the game server reported deleting. The row is written when the clear is approved rather than when it comes back, so a clear that never reported is still on the record.
Messaging players
A Message players panel at the top of the page, with a Write a message button that opens the composer. There is one composer, not two, and the first thing in it is a two-way choice: Direct message or Announcement. It opens on Announcement, which is the mode that can send as soon as it is on screen and the one with no picker to scroll past.
| Mode | Characters | Recipients | Permission |
|---|---|---|---|
| Direct message | 240 | 1 to 20, picked | players:message |
| Announcement | 200 | Everyone online | players:announce |
The character cap follows the mode and the counter changes with it, and text you have already typed survives a mode switch: changing your mind about who receives something does not cost you what you wrote. The game server counts the cap in characters too, so a message in Cyrillic, Chinese or another non-Latin script arrives whole. Control characters are stripped before it is sent. Your name rides on the message as its own line, kept to its first 40 characters, and a direct message and an announcement read differently on the receiving screen whatever style the server is set to, so a player can tell which one reached them without being told.
The picker stops accepting a twenty-first player rather than letting you build a list the send would reject, and a request that reaches past twenty anyway is refused outright rather than trimmed, so you always know what did and did not go out.
The rate limits
There are five, and they are enforced in two different places. The dashboard counts what one admin sends, and the game server counts what the server as a whole receives, so an admin who is nowhere near their own limit can still be turned away by somebody else's send.
| Limit | Counted per | Enforced by | What you see |
|---|---|---|---|
| 2 announcements a minute | admin, per server | Dashboard | You are sending those too quickly. Give it a moment. |
| 10 direct messages a minute | admin, per server | Dashboard | The same sentence. The limit counts the send rather than the recipients, so one message to eight players spends one of the ten and not eight. |
| 1 announcement every 20 seconds | whole server | Game server | Another announcement went out moments ago. |
| 1 dashboard direct message every 1.5 seconds | whole server | Game server | Messages are going out too quickly. Give it a moment. |
| 1 direct message every 10 seconds | recipient | Game server | Nothing, unless every recipient is suppressed. See below. |
Why a send can reach fewer players than you picked
Two separate things trim a direct message, and the result only tells you how many it reached, not which rule removed the rest.
- They left. Anybody who disconnected between your picking them and your pressing send is skipped and the rest still get it.
- They were just messaged. The game server suppresses a second direct message to the same player within 10 seconds. That recipient is skipped exactly like one who left, so a count that came back short does not mean the player has gone.
If every recipient was removed, the send is refused and the sentence says which of the two it was: that the players are not on the server, or that they were just messaged and it is worth giving it a moment. A partial send says only how many it reached, so when a count looks wrong and nobody has obviously left, the ten-second suppression is the first thing to suspect.
The same composer opens from three other places, so you do not have to come here for a single message: the Message players panel on the server home, Message in the Players List header, and Send Message on a player card, which opens it with that player already picked and room for nineteen more. Wherever you open it from, it is the same composer with the same switch, so no surface is the only one that can reach several players. See Players, map and live view.
Where the message lands
The position and the look of these alerts are a configuration setting rather than something you choose per message. Admin message alerts sit under Display Settings in Main Settings, they take a position from a three-by-three grid and one of three styles, and the card only appears for a server on resource 1.8.9 or newer. With no Alerts section in the configuration the resource falls back to the top centre as a banner.