Rules
Things your server does by itself, around the clock — no bot to host, nothing to install.
Rules in plain language
Say what should happen, in a sentence. WARPANEL checks every rule against the last 24 hours before you switch it on, then watches the server every few seconds. Your team is never warned or kicked. 4 of 15 rules.
- 4× this week · last 43 min ago
When anyone on the server has ping over 250 ms for 2 minutes → send them a private warning, then if it happens again within 10 minutes → kick them“Your ping is too high for this server ({value} ms) — please check your connection.”
- 1× this week · last 1 d ago
When anyone on the server has headshot % this match over 70 % → tell the admins on Discord“{name} has {value} headshots this match — worth a look.”
- 2× this week · last 5 h ago
When a new player (first visit) has a kill streak of 10 kills → send them a private well-done message“{name}, a {value}-kill streak on your first visit? Welcome to {server}!”
- paused
When a regular (seen on 5+ days) has been on the server for 180 minutes → send them a private warning“You've been on for {value} minutes, {name} — stretch your legs!”
Rules
Things WARPANEL does on its own while you're away. Your team is never warned or kicked by a rule.
Welcome messages
A private whisper when someone joins your server — one message per visit, picked in this order.
Use {name} and {server} in the messages. Each player gets at most one of these per visit — a map change isn't a new visit.
High ping
Warn players whose ping stays over a limit — and kick them if it goes on.
With the worker a check is every ~15 s; without it, every few minutes. A kick comes after twice as many checks over the limit, after the warning. Warnings and kicks are saved on the player.
Team balance
Keep teams even: when one team has too many more players, move one player from it to the smallest team. Optionally deal teams out by skill when a new match starts.
One player per check, never the same player twice in 30 minutes, and never your team. A moved player respawns on the new side. The game's own "Lock overpopulated teams" setting (Server → Team balance) stops joins to a team that's ahead — use both for the best result. Every move is in the Log.
Seeding ping
A Discord message when a few players are on but it isn't busy yet — the moment more players make the difference.
Banned weapons
Experimental: when the kill feed logs a kill with a weapon you've banned, WARPANEL messages, watchlists, warns, kicks or bans the killer. Your team is never punished.
Experimental. It only sees what the kill feed reports — a kill with the weapon, not carrying it. Start with a message or a warning (and kick or ban if they do it again) rather than banning straight away. Your team is never touched.
Any banned weapon counts. Kills in the same minute as the first step (a grenade that takes out several) don't. Kicked players who come back and do it again are kicked again.
Team killing
When someone kills a team mate, WARPANEL messages or warns them, and at your limit kills, kicks or bans them. Uses the kill feed and RCON's player list. Your team is never punished.
Every team kill
At the limit
Kicked players start from zero.
Your own team (owner, admins, moderators) is never punished. Everything shows in the Log.
More automation
Scheduled messages, the map rotation and the server's own settings have their own pages.