Server Commands

Configure automatic auth and deauth commands on Servycore — execute Rust oxide commands, reward Discord members, and manage player permissions on game servers

Game Servers 4 min read

Commands are the core of Servycore's automation. When a player links or unlinks their account, Servycore automatically executes commands on your game servers.

Prerequisites

How Commands Work

Commands are triggered based on two events:

Type When It Fires
Auth (Authentication) When a player meets the provider condition (e.g., joins your Discord, follows on Twitch)
Deauth (Deauthentication) When a player no longer meets the condition (e.g., leaves your Discord, unfollows on Twitch)

Adding Commands

Navigate to Panel > Your Project > Servers > [Your Server] > Commands and click Add Command.

Server Commands

Command Settings

Field Description
Active Toggle to enable or disable this command
Type Authentication (auth) or Deauthentication (deauth)
Provider The account provider that triggers this command
Command The command to execute on the server (max 450 characters)

Available Providers

Provider Description
Steam Group Member Triggers when player joins/leaves your Steam group
Discord Guild Member Triggers when player joins/leaves your Discord server
Discord Guild Nitro Triggers when player starts/stops boosting your Discord server
Twitch Follower Triggers when player follows/unfollows your Twitch channel
Twitch Subscriber Triggers when player subscribes/unsubscribes to your Twitch channel

Command Variables

You can use the following variables in your commands. They will be replaced with the player's actual values when executed:

Variable Description
{SteamID} The player's Steam ID
{SteamName} The player's Steam username

Example Commands

Rust - Discord Member Rewards

Auth command:

oxide.usergroup add {SteamID} discord

Deauth command:

oxide.usergroup remove {SteamID} discord

Rust - Welcome Message

Auth command:

say "{SteamName} has linked their account!"

Rust - Twitch Subscriber VIP

Auth command:

oxide.usergroup add {SteamID} twitch-sub

Deauth command:

oxide.usergroup remove {SteamID} twitch-sub

Command Events

Every command execution is logged. Navigate to Panel > Your Project > Game Servers > Command events to view the execution history; Command events of this server on a server's Linking page opens it filtered on that server. Each event shows its server, what the player did (for example "Discord Guild · On link"), the player and when it happened.

Command Events

Narrow the list with the filters. Each one takes several values, and you can combine them:

  • Server: one or more of your game servers.
  • Event: what made the command run, for example "Steam Group · On unlink".
  • Status: Executed, Failed, Awaiting, Waiting for join.
  • Date: a preset (Today, Last 7 days, Last 30 days, This month, Last month) or a range: click the first day, then the last one. Both days are included.

The filters stay in the address of the page, so you can bookmark or share a filtered list. Clear filters shows everything again. The search field also finds events by command text, player name, Steam ID, Discord ID, Twitch ID or game server name.

The events of one player

Open the player from Players: their page has a Command events tab (or section) with every linking command sent for their account, the same filters, and the button to send a failed one again. Only the team members who can update the project see command events.

Waiting for join (Carbon)

Carbon only knows the players who joined the server once: a c.usergroup add sent for a player who links before ever playing there is answered "Couldn't find that player.". The event then shows Waiting for join instead of Executed, and when the server is in the Control Center, Servycore sends the command again at the player's first connection (in the order they linked and unlinked).

Re-executing Failed Commands

If a command fails, you can re-execute it from the events page (up to 3 retries).

Duplicate Prevention

Servycore automatically prevents duplicate command execution. If the last command for a player on a given provider was already an auth, another auth command won't be sent again. The same applies for deauth commands.

Notes

  • Commands are executed in real-time when the trigger event occurs
  • During regular checking (if enabled on your plan), commands are re-evaluated for all players
  • You can copy commands between servers in the same project to save setup time
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