Server Commands

Console commands can be executed either using an RCon tool, directly from the server console interface, a server configuration file, the server command line, or (if a resource is allowed by the ACL) the ExecuteCommand function.

Adding a custom RCon command can be done using the RegisterCommand function on the server, or the (legacy) rconCommand event.

Resource commands

start [resourceName]

Starts the resource specified in the argument, if it was stopped. It is also possible to specify a category name, such as start [cars].

Example:

start lambda-menu
start [cars]

stop [resourceName]

Stops the resource specified in the argument, if it was started. As with start, one can also specify a category name.

Example:

stop mymode

ensure [resourceName]

Restarts the resource specified in the argument, if it was started. If it wasn't, starts the resource specified in the argument.

As with start and stop, one can also specify a category name.

Example:

ensure my-testing-resource

restart [resourceName]

Restarts the resource specified in the argument, if it was started. Also supports category names.

Example:

restart lambda-menu

refresh

Rescans the resources folder and loads all resource manifests in them, also making new resources available to start using start.

Example:

refresh

Global commands

exec [filename]

Runs the commands specified in the filename, relative to the server data directory, or any resource name specified with @.

Commonly seen as FXServer.exe +exec server.cfg.

Example:

exec server_nested.cfg
exec @vMenu/config/permissions.cfg

quit

Exits the server, sending a default quit message to all connected players.

quit [reason]

Exits the server, also sending the specified reason to all connected players.

Example:

quit "Restarting - will be back soon!"

Management commands

status

Shows a list of players with their primary identifier, server ID, name, endpoint, and ping.

Example:

status

clientkick [id] [reason]

Kicks the client with the specified server ID (as seen in status) from the server, for the stated reason.

Example:

clientkick 43 You're a superstitious idiot!

say [message]

Sends a message in the chat as console.

Example:

say Hi, everybody!

svgui

Opens or closes the server debug GUI.

Configuration variables

gamename [game]

Defines the game to run the server for.

Example:

FXServer.exe +set gamename rdr3

Supported games

NameMarketing name
gta4LibertyM for GTA:NY
gta5FiveM for GTA:Five
rdr3RedM for RDR3

onesync [on/off/legacy]

Defines which mode of state awareness to use.

  • Off: No state awareness at all, clients will use the standard GTA/RAGE P2P networking model, and the server will only function as a relay.
  • On: Full state awareness and server-determined entity routing.
  • Legacy: Compatibility mode for scripts that expect all players to exist on each client. Not recommended due to performance issues and graphical glitches.

sv_enforceGameBuild [build]

Selects a game build for clients to use. This can only be specified at startup, and can not be changed at runtime.

Example:

sv_enforceGameBuild h4
sv_enforceGameBuild mptuner
sv_enforceGameBuild 1355

Every build includes all content and changes from the builds before.

FiveM builds

NumberAliasesMarketing name
1Base game without any DLCs
1604xm18, christmas2018, mpchristmas2018Arena War
--The Diamond Casino & Resort
--Diamond Casino Heist
2060sum, mpsumLos Santos Summer Special
2189h4, heist4, mpheist4Cayo Perico Heist
2372tuner, mptunerLos Santos Tuners
2545security, mpsecurityThe Contract
2612mpg9ec-
2699mpsum2The Criminal Enterprises
2802mpchristmas3Los Santos Drug Wars
2944mp2023_01San Andreas Mercenaries
3095mp2023_02The Chop Shop
3258mp2024_01Bottom Dollar Bounties

RedM builds

NumberNotes
1311Mid 2020 update, not compatible with Red Dead Online licenses.
1355December 2020 update, works with newer game editions such as RDO.
1436July 2021 update, includes new content from Blood Money DLC.
1491September 2022 update, limited content/changes.

sv_replaceExeToSwitchBuilds [newValue]

An experimental flag that determines how the client will run older game builds when requested with sv_enforceGameBuild. Either true or false.

  • true: the default value. This will keep the current client behavior, the client will download all the files for the specific game build and run old game build executable.

  • false: The client will run executable for the latest stable game build, regardless of which game build is enforced. Instead the client will only load the specific DLCs related to the game build specified in sv_enforceGameBuild. From the user perspective the game will look the same way as under sv_replaceExeToSwitchBuilds = true.

    When using set sv_enforceGameBuild 1 the client will run as if sv_replaceExeToSwitchBuilds = false regardless of if it was set to true before. That's the only way how base game without DLCs behavior can be achieved.

NOTE: The difference in sv_replaceExeToSwitchBuilds should be invisible to players and server owners. If you notice a disparity please report it as a bug.

Context

The sv_replaceExeToSwitchBuilds is intended to eliminate the need in supporting executables for older game builds. It will speed up the development and improve stability of the game in long term.

At some point the default value will be changed to false and, eventually, false will be left as the only option. We will only do that after we are certain that it doesn't affect the users.

sv_maxClients [newValue]

A variable that specifies the maximum amount of clients that the server can normally have, as an integer from 1 to 2048.

Values starting at 32 will require onesync to be set to on or legacy, and values above 64 will require onesync to be set to on.

sv_endpointPrivacy [newValue]

A boolean variable that, if true, hides player IP addresses from public reports output by the server.

sets sv_projectName "project name"

A string variable containing the name of your 'project', which would for example be the server's community. This should be a name, not a list, nor should it contain tags.

Any non-compliant name will be cut off in the server list.

Example:

sets sv_projectName "Citizen Gaming"

# or if you are using a premium key, it can contain one color
sets sv_projectName "^6Citizen Gaming"

sets sv_projectDesc "project description"

A string variable containing the description of your project. This should be written as a sentence.

Example:

sets sv_projectDesc "Your favorite drug deal simulation community!"

sv_hostname [newValue]

A string variable that contains the server-specific host name. In addition to this, you may want to set sv_projectName and sv_projectDesc.

sv_master1 [newValue]

A string variable that can be used to set the server as "private", making it not possible to join by using the server browser UI (the server connect button will be disabled). In the past, this specific string variable dictated where heartbeats were sent and servers weren't listed if the address didn't point to FiveM's ingress address, this is no longer the case, the server will always post to the default server ingress on startup. In other words, this string variable cannot be used to de-list a server from the master list.

Example:

sv_master1 ""

sv_authMaxVariance [newValue]

Variance is how likely the user's id will change for a given provider (i.e. 'steam', 'ip', or 'license').

A console variable as an integer from 1-5 (default 5); from least to most likely to change.

sv_authMinTrust [newValue]

Trust is how unlikely it is for the user's identity to be spoofed by a malicious client.

A console variable as an integer from 1-5 (default 1); from least to most trustworthy (5 being a method such as external three-way authentication).

sv_requestParanoia [newValue]

This helps counter proxy-based HTTP floods. Levels:

  • 0: Off. Default behavior.
  • 1: Block any IPs sending requests containing a 'Via' header.
  • 2: Block any IPs sending requests containing a 'Upgrade-Insecure-Requests' header. This includes all browser-based attempts at requesting .json endpoints, so use with care.
  • 3: Also close the socket the requests have been submitted on.

If set to level 2 greater, all requests made to info.json, dynamic.json and players.json related endpoints will return "Nope."

A console variable as an integer from 0-3 (default 0);

sv_filterRequestControl [mode]

A console variable used to block REQUEST_CONTROL_EVENT routing based on a configurable policy.
Supported modes for this variable are as follows:

  • -1: Equivalent to 2 at this time, but will also warn in console.
  • 0: Off (Default). Also disables the routing bucket/entity lockdown-based policy.
  • 1: Blocks control requests to entities controlled by players (currently, occupied vehicles only) that have existed for more than sv_filterRequestControlSettleTimer milliseconds (default 30000) - hereafter referred to as 'settled'.
  • 2: Blocks control requests to all entities controlled by players.
  • 3: Blocks control requests to all entities controlled by players, and any 'settled' non-player entities.
  • 4: Does not route REQUEST_CONTROL_EVENT whatsoever.

In addition, any mode but 'off' will have some additional checks as well:

  • Control request events can't be routed across routing buckets.
  • Control request events will always be blocked if the sender is in 'strict' entity lockdown mode, either by the global mode setting, or their routing bucket being set to such.

con_channelFilters

The con_channelFilters command will list any active channel filters set to the end user.

A channel is the prefix of a console message, for example: citizen-server-impl, this channel will be displayed in brackets in the console followed by a message, i.e.

[citizen-server-impl] Found 44 resources.

Filters can be used to alter console output behavior.

Different actions exist to alter this behavior:

ActionDescription
noprintWill stop anything from being printed at a trace listener level.
dropWill cause the output to be dropped at Printfv, so it won't reach any print listeners.
devonlyWill apply drop action behavior and will only drop the output if the developer command is set to false.

Example output:

[cmd] forward:*/*: noprint

con_addChannelFilter [filter] [action]

The con_addChannelFilter command will add a channel filter which can be used to filter console channel output.

Regex can be used for channel filters, this can be set through the filter command parameter.

Available actions are explained up above (con_channelFilters command).

The example down below would stop any channel output coming from script names matching the given pattern.

So the following wouldn't show on the console:

[script:gamemodePrefix-turfs]: Hello world!
[script:gamemodePrefix-derby]: This is a test.

Example: con_addChannelFilter script:gamemodePrefix-* noprint

con_removeChannelFilter [filter] [action]

The con_removeChannelFilter command can be used to remove a channel filter, thus removing any previously applied actions (those applied via con_addChannelFilter).

You can use con_channelFilters to check for any active filters.

Example: con_removeChannelFilter script:gamemodePrefix-* noprint

sv_filterRequestControlSettleTimer [time]

A console variable (default 30000 milliseconds) that allows you to set after how long (based on entity creation time in milliseconds) an entity should be blocked from a REQUEST_CONTROL_EVENT. This will only apply to filter request control modes 1 and 3, which are detailed under sv_filterRequestControl in this page.

sv_pureLevel [level]

A console variable used to prevent users from using modified client files. There currently are two pure mode levels (1 and 2), an explanation for these levels can be found below:

  • 1: Will block all modified client files except audio files and known graphics mods.
  • 2: Will block all modified client files.

If modified files are installed in the FiveM folder, they will be ignored - if users however modified base game files, they will receive an error message telling them what file is modified.

sv_enableNetworkedSounds [true|false]

A boolean console variable that can be used to prevent users from routing NETWORK_PLAY_SOUND_EVENT through the server, which is commonly used by malicious actors.

This is set to true by default (allow routing)

sv_enableNetworkedPhoneExplosions [true|false]

A boolean console variable introduced in server version 6831, that is disabled (set to false) by default.

Enabling it (by setting it to true), will allow users to route REQUEST_PHONE_EXPLOSION_EVENT through the server. The main drawback behind enabling this, is that it can also be used by malicious actors.

sv_enableNetworkedScriptEntityStates [true|false]

A boolean console variable introduced in server version 8540 that can be used to prevent users from routing SCRIPT_ENTITY_STATE_CHANGE_EVENT through the server, which is commonly used by malicious actors.

This is set to true by default (allow routing)

sv_experimentalStateBagsHandler [true|false]

A boolean console variable introduced in server version 8510 that uses the new serialization API to improve the speed of packing/unpacking state bag changes.

This is set to true by default

sv_experimentalOnesyncPopulation [true|false]

A boolean console variable introduced in server version 8823 that fix an oversight in older server version that incorrectly limited the amount of entity ids to 8192 instead of the proper 65535 when both set onesync on and set onesync_population false.

This ConVar doesn't change if population spawns on the server, you still need to use the onesync_population ConVar for this.

NOTE: Using this ConVar also opts you into using sv_experimentalStateBagsHandler

This is set to true by default

sv_experimentalNetGameEventHandler [true|false]

A boolean console variable introduced in server version 9149 that uses the new serialization API to improve the speed of packing/unpacking GTA game events, adds checks for if entities sent with the game events are relevant to target client, along side improving backwards compatibility with future title updates.

NOTE: Using this ConVar also opts you into using sv_experimentalStateBagsHandler and sv_experimentalOneSyncPopulation

This is set to false by default

load_server_icon [fileName.png]

A console command which loads a specified icon and sets it as the server icon. The icon needs to be a 96x96 PNG file.

Example:

load_server_icon "my-server.png"

rcon_password [password]

Sets the RCon password, if unset then RCon will be disabled. FXServer RCon uses UDP.

steam_webApiKey [key]

Sets a Steam Web API key, which is required to allow for Steam identifiers to be returned by the server.

increase_pool_size [poolName] [increase]

Increases size of the given pool. May be used more than once to increase size of multiple pools.

  • poolName - a string indicating which pool should be increased in size.
  • increase - positive integer indicating by how much the pool size should be increased.

Example:

increase_pool_size "TxdStore" 6000
increase_pool_size "CMoveObject" 15

This can only be specified at startup, and can not be changed at runtime. To join servers with different pools sizes client would have to restart the game - similarly to how it works with sv_enforceGameBuild and sv_pureLevel. If the client connects to the servers with the same pool size settings - restart will only happen during the first connection.

Pool size increase requests are validated on the server and client side. On the server side, if the pool is not allowed to be resized or the size increase exceeds the allowed limit - the command will have no effect and warning message will be displayed in the logs. On the client side - the client will not be able to connect to a server that requests invalid pool sizes (this should only happen if the server bypassed the server side check somehow).

Set of allowed pools and the maximum size increase per pool are set in content.cfx.re. Both server and client fetch the limits on startup for updates. The currently allowed pools and limits are the following (this documentation may be slightly behind the actual state, if not sure - try to set the increase and see if it works):

Pool nameFiveM max increaseRedM max increase
AttachmentExtension430430
CLightEntity-2000
CMoveObject75100
FragmentStore140004000
LightEntity1000-
netGameEvent400400
OcclusionInteriorInfo2010
OcclusionPathNode50001500
OcclusionPortalEntity750140
OcclusionPortalInfo750140
PortalInst225150
ScaleformStore200100
StaticBounds50006500
TxdStore2600026000

You can explore current pools and their sizes using F8 > Tools > Streaming > Pool Monitor tool.

Access control commands

add_ace [principal] [object] [allow|deny]

Adds an access control entry to the server's access control list.

Example:

add_ace group.admin command.potato allow
add_ace identifier.steam:110000112345678 command.apple deny

add_principal [child_principal] [parent_principal]

Sets a principal to inherit from another principal.

Example:

# makes identifier.steam:110000112345678 inherit from group.admin
add_principal identifier.steam:110000112345678 group.admin

remove_ace [principal] [object] [allow|deny]

Removes a specified ACE from the server's access control list.

Example:

remove_ace identifier.steam:110000112345678 command.apple deny

remove_principal [child_principal] [parent_principal]

Removes a specified principal inheritance entry.

Example:

remove_principal identifier.steam:110000112345678 group.admin

test_ace [principal] [object]

Tests if a principal is allowed or denied access to a given object.

Example: test_ace group.admin command.adminstuff

endpoint_add_udp [endpoint]

Creates a UDP host instance, the address and port both need to be valid and not already in use in order to bind the provided endpoint.

Example:

endpoint_add_udp "0.0.0.0:30120"

A real use-case example of this can be found in the default server.cfg example.

endpoint_add_tcp [endpoint]

Adds and binds the provided endpoint. This will create a multiplexable TCP server instance and bind it, the new instance will then be added to the multiplex server instance list. If a primary port isn't set (see netPort), the one sent by the command parameter will be used.

Example:

endpoint_add_tcp "0.0.0.0:30120"

A real use-case example of this can be found in the default server.cfg example.

netPort [port]

The primary port, this is initialized to zero by TcpListenManager's default class constructor method. Used by nucleus and heartbeat methods for master list authoring.

This port may also be used when registering DNS (if sv_registerMulticastDns isn't set to false) on server startup. A Windows API method named DnsServiceConstructInstance will be invoked by the server's internals (Windows Only pre-processor macro compiled code, meaning this will only execute on Windows builds).

Example:

netPort 30120

net_tcpConnLimit [limit]

Can be used to tune the concurrent connection limit per IP, its default value is 16.

Example:

net_tcpConnLimit 32