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Squad Admin Commands and Console Guide for Server Owners

A practical Squad server-owner guide to console access, permissions, moderation commands, layer changes, Admins.cfg, RCON and Discord automation.
Length10 min Posted Quest giverVGSources Team
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Squad server administration has two parts: controlling a live match with the in-game console or RCON, and making persistent changes in SquadGame/ServerConfig. The safest workflow is to grant only the access groups each moderator needs, use the correct command for an immediate or next-match change, and verify that RCON settings match the server launch arguments.

Open the Squad console in a live match

While connected to the server, double-tap the tilde/backtick key (~/`) to open the console. Enter a command, then press Enter. The console keeps command history, so use the Up and Down arrow keys to recall earlier entries. The procedure and the available command categories are documented on the Squad Server Administration page.

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If the tilde key does nothing

Some keyboard layouts or input states prevent the usual key from opening the console. The documented workaround is to open All Chat, press Backspace, and then try entering the command. This is an input workaround, not a different permission method; the account still needs the required access for administrative commands.

In-game console versus RCON

  • In-game console: You must be in the running server and can act immediately on the current match. It is convenient for an administrator who is already playing or spectating.
  • RCON: A remote connection uses the server’s RCON listener and can be operated outside the game client. It is better suited to a separate moderation workstation, a control panel, or automation, but it must be configured and secured first.

Both paths ultimately use the server’s administrative command and access system. Opening the console alone does not grant moderator authority.

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Public commands, administrative commands and access groups

Squad distinguishes commands available to every player from commands restricted by access levels assigned by the server administrator. The administration documentation lists groups including changemap, kick, ban, chat, config, pause, manageserver, cameraman and reserve, along with additional levels. A command can therefore be valid syntactically and still be rejected when the executing identity lacks its required group.

Use the minimum access needed

  • Give a chat moderator the chat group rather than broad server-management access.
  • Give a player-support moderator kick only if that person must remove players; reserve ban for trusted staff.
  • Keep changemap and config with senior operators because they affect the match flow or server-wide settings.
  • Use manageserver, pause and camera-related permissions only for roles that have a defined operational need.

Persistent administrator identities and their access groups belong in Admins.cfg. The file is under SquadGame/ServerConfig; after editing it, restart or reload the server according to the installation and configuration procedure you use. The file location and configuration inventory are described in the Squad Server Configuration documentation.

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Core administration commands

Enter commands without a leading slash. Replace each angle-bracket value with the appropriate player identifier, duration, message or layer ID. Names can be ambiguous; an exact Steam ID is preferable for identity-based actions when the command variant supports it.

Command Syntax What it does Required access
AdminKick AdminKick <NameOrSteamId> <KickReason> Removes a player from the server and records the reason in the command text. kick
AdminKickById AdminKickById <SteamId> <KickReason> Kicks the player identified by Steam ID, avoiding name matching. kick
AdminBan AdminBan <NameOrSteamId> <BanLength> <BanReason> Bans a player for the specified duration. A length of 0 is permanent; examples in the documentation include 1d and 1M. ban
AdminBanById AdminBanById <SteamId> <BanLength> <BanReason> Applies a timed or permanent ban using the player’s Steam ID. ban
AdminBroadcast AdminBroadcast <Message> Sends a system message to everyone on the server. chat
AdminChangeLayer AdminChangeLayer <LayerName> Moves the server immediately to the specified layer. changemap
AdminSetNextLayer AdminSetNextLayer <LayerName> Sets the layer that will be loaded next rather than changing the current match immediately. changemap
AdminSetMaxNumPlayers AdminSetMaxNumPlayers <NumPlayers> Changes the server’s maximum player count. config

The command names, argument order and access labels come from the official Squad administration command table. Keep reasons concise and operationally useful: a kick or ban reason is easier for other moderators to understand when it identifies the rule or incident rather than containing a private argument.

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Kick versus ban

AdminKick ends the player’s current connection but does not specify a future duration. AdminBan writes a timed or permanent ban action; use 0 only when your server policy calls for a permanent removal. The ById forms are preferable when several players have similar names or when a name contains characters that make matching uncertain.

Broadcast messages

AdminBroadcast is global, so reserve it for announcements that every connected player must see: a scheduled layer change, a restart warning or a moderation notice. A private staff discussion should not be sent through a command that displays to the whole server.

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Change the current layer or choose the next one

Immediate change with AdminChangeLayer

Use AdminChangeLayer when the current match must end and the server should load a different layer now. This is an operationally disruptive command: warn players first with AdminBroadcast if time allows, then enter the exact layer identifier.

Next-match change with AdminSetNextLayer

Use AdminSetNextLayer when the current round should finish normally but the following round must be predetermined. The command affects the next transition, not the match already in progress.

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Faction-aware layer syntax

Some layers require faction arguments. The configuration documentation gives the form AdminSetNextLayer Anvil_AAS_v1 BAF INS. Here, Anvil_AAS_v1 is the layer ID followed by the two faction selections. Copy the exact ID and faction tokens used by your server’s rotation or configuration; a display name shown in a browser or map list may not be the identifier accepted by the command.

Interaction with layer voting

When layer voting is enabled, selecting a next layer with AdminSetNextLayer prevents the normal voting stage for that transition. That makes the command useful for events, training sessions or a deliberately curated rotation, but it also removes the players’ normal choice for that round. A direct AdminChangeLayer is separate: it bypasses the current match by moving immediately.

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Where Squad stores server administration files

For a dedicated server, the relevant files are in SquadGame/ServerConfig. Keep a backup before editing, and change one setting at a time so a syntax error can be isolated.

File or group Purpose When to inspect it
Admins.cfg Administrator identities and assigned access groups. When adding staff, reducing permissions or investigating an “access denied” response.
Bans.cfg Persistent ban records used by the server. When auditing a ban, removing an obsolete entry or confirming that a timed action was saved.
Rcon.cfg RCON bind address, port, password, connection limit and timeout-check settings. When enabling remote administration or diagnosing a failed RCON connection.
Server.cfg General server configuration. When changing persistent server behavior rather than issuing a one-off console command.
Layer, level-rotation and voting files Rotation order and voting behavior. When a layer ID is not found, the next map is unexpected or voting is being skipped.

The file list and location are documented in Squad Server Configuration. A live console command changes runtime state; a configuration-file edit is the place for a persistent policy or rotation change.

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Configure RCON safely

RCON provides remote access to the same administration environment without requiring the operator to join the match. The configuration documentation identifies fields for the bind IP, port, password, maximum connections and timeout checks. The documented default port is 21114. The documentation also shows 5 as a maximum-connections example and 120 seconds as a timeout-check example; treat those as settings/examples from the documentation, not universal requirements for every server build.

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RCON setup workflow

  1. Install or update the dedicated server. Use SteamCMD and the procedure in the Squad Server Installation documentation, then stop the server before editing configuration files.
  2. Open the configuration directory. Go to SquadGame/ServerConfig and make a backup of Rcon.cfg and the other files you plan to change.
  3. Set the listener values. In Rcon.cfg, set the bind IP, port, password, maximum connections and timeout-check interval required by your operating environment.
  4. Choose a real password or disable RCON deliberately. An empty Password= disables RCON. Do not leave it empty by accident when a remote tool is expected to connect; conversely, do not publish a password in a script or chat log.
  5. Match the launch arguments. When required by the installation, start the server with RCONPORT=<port> using the same port configured in Rcon.cfg.
  6. Test with one controlled connection. Confirm that the client can connect, issue a harmless command such as a status or broadcast test appropriate to your tool, and disconnect. Then verify that a second connection behaves according to the configured maximum.

RCON expands the attack surface because it can be reached without joining the game. Restrict the listener to the interface and network that need it, protect the password like an administrative credential, and remove unused accounts or integrations. The core setting behavior, including the empty-password rule, is described in Rcon.cfg documentation.

Choosing an administration method

Approach Access scope Immediacy Auditability Operational risk
In-game console Operator must be connected to the running server. Immediate for kicks, broadcasts and current-layer changes. Usually a manual history visible to the operator; preserve staff logs separately if your policy requires them. Fast actions can disrupt a live round if the wrong command or layer ID is entered.
Direct RCON client Remote access for identities allowed by the RCON setup. Immediate without joining the match. Depends on the client and whether commands are logged. A leaked password or exposed port can give an outsider powerful control.
Scripted or Discord-based RCON integration Remote access mediated by a bot, channel and role or identifier rules. Immediate once the integration is connected. Potentially strong when the platform records users, messages and command results. There are two systems to secure and keep version-compatible: the game server and the integration.

Use the in-game console for one-off interventions by an on-duty administrator. Use RCON when the team needs remote coverage, and add automation only after the basic RCON path is stable and permission boundaries are clear.

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Optional Discord automation with SquadJS

The open-source SquadJS project documents a DiscordRcon plugin. It can turn a specified Discord channel into an RCON console and apply command permissions by Discord role or identifier. This is a third-party integration, not a built-in Squad administration feature.

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Before putting an integration into production

  • Test the plugin against the exact Squad server version and the RCON settings in use.
  • Map Discord roles to the smallest set of command permissions required; do not give every channel member unrestricted RCON.
  • Decide how bans, layer changes and broadcasts will be reviewed before commands are allowed from chat.
  • Confirm that the bot’s logs identify the Discord user, command, arguments and result well enough for an incident review.
  • Keep a manual RCON or in-game fallback for outages, expired credentials or plugin incompatibility.

Troubleshooting common administration failures

The console will not open

Double-tap the tilde/backtick key rather than holding it. If the keyboard layout still does not produce the console, use the All Chat and Backspace workaround. Check that the game window has focus before trying again.

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The command is rejected for permission

Check the identity in Admins.cfg and confirm that it has the group named in the command table: kick, ban, chat, changemap or config, as applicable. Granting a broader group may hide the underlying error, so correct the role deliberately instead.

A layer command says the layer is invalid

Use the layer ID from the server’s rotation or level-configuration files, not an informal display label. For faction-aware layers, include the faction tokens in the documented order. If the goal is the next round, use AdminSetNextLayer; using AdminChangeLayer will move immediately.

RCON cannot connect

  • Confirm that Password= is not empty; an empty value disables RCON.
  • Verify that the client port, the Rcon.cfg port and any RCONPORT=<port> launch argument match.
  • Check the bind IP and whether the client is connecting from an allowed interface or network.
  • Review the configured maximum connections and timeout-check interval if a connection works briefly and then drops.
  • Restart after configuration changes when the server build requires a restart to reload RCON settings.

The next layer skips voting

That is expected when a next layer has been explicitly selected while layer voting is enabled. Clear or replace the scheduled next layer according to your rotation procedure if players should vote normally on the next transition.

A practical operator checklist

  • Confirm the target server and current layer before issuing a disruptive command.
  • Use AdminBroadcast to warn players before an immediate layer change or planned restart.
  • Prefer Steam ID forms for kicks and bans when identity matters.
  • Record the reason, duration and operator for every ban under your community policy.
  • Use AdminSetNextLayer for a planned transition and AdminChangeLayer only when ending the current round is intentional.
  • Keep Admins.cfg, Bans.cfg, Rcon.cfg, Server.cfg and rotation files backed up before edits.
  • After changing RCON, test one connection and verify that the launch port matches the file.
  • Review administrator access periodically and remove staff who no longer need it.

Command decisions at a glance

If a player must leave now, use AdminKick or AdminKickById. If the removal must continue beyond the current connection, use AdminBan or AdminBanById with a documented duration. If everyone needs to see a notice, use AdminBroadcast. For maps, choose AdminChangeLayer for an immediate switch and AdminSetNextLayer for the following match. For a persistent maximum-player change, use AdminSetMaxNumPlayers with config access and then verify the resulting server state.

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