Portal handbook · updated September 2026

Operate GAdmin with confidence.

A practical and technical reference for the complete user-facing portal: server connection, live data, moderation, modules, schedules, templates, placeholders and safe day-to-day operations.

5main portal areas
19operational modules
50chat placeholders
23selectable webhook events
Start here

A clear path from an empty workspace to live operations

GAdmin Cloud is a browser-based DayZ administration workspace. A workspace contains servers, team members, permissions and shared operational data. Each server is validated independently and can expose a different feature set depending on its connection, Agent version, map, installed server mods, integrations and subscription plan.

01

Create a workspace

Register, verify the account, create or join a workspace and confirm your role.

02

Add a server

Enter the public address and game, query and BattlEye RCON ports. GAdmin checks reachability before accepting the connection.

03

Pair the Agent

Use the server-specific GAS- identifier and gak_ key in GAdminAgent/Settings.json. Keep both private.

04

Verify data

Check connection state, Agent health, live players, activity and map freshness before enabling automations.

Availability is evidence-based

The portal only enables a capability when the selected server reports the required data or command support. A missing module or disabled action normally means that its source is unavailable, stale, unsupported or outside the current user’s permissions.

System model

How the portal, Agent and DayZ server work together

Browser portalViews, forms and permission-aware actions
GAdmin CloudWorkspace scope, history and automation
GAdmin AgentOutbound HTTPS, snapshots and commands
DayZ serverSteam Query, RCON and integrations

Steam Query

Provides public reachability, advertised name, map/version and population. It does not provide privileged administration.

BattlEye RCON

Supplies the live player list, chat and connection events and executes supported remote operations. Stored credentials are never displayed back.

GAdmin Agent

Runs beside the server environment, reads supported snapshot files, reports health/capabilities and executes the restricted DayZ world-command catalogue.

Capability layer

Normalizes native and optional integration data. Views are enabled from actual capability state, not from a guessed mod name.

Freshness matters

“Configured” means a source is known; “available” means usable data has arrived. Live views can intentionally show stale or unavailable state rather than presenting old data as current.

Complete frontend reference

Every main portal area

01

Overview

Fleet and live operational summary

  • Lists workspace servers with connection state and current population.
  • Charts population for day, week and month periods.
  • Displays live players, recent activity and map preview for the selected server.
  • Provides permission-aware quick actions, global messages and contextual player actions.
  • Shows performance and uptime only when fresh telemetry is available.
02

Servers

Connection inventory and onboarding

  • Adds, selects and removes managed servers.
  • Validates the public address, game port, Steam Query port and RCON endpoint.
  • Shows query state, RCON state, Agent health and detected map.
  • Generates server-bound Agent credentials and supports safe key rotation.
  • Opens connection settings without exposing stored secrets.
03

Players

Workspace-wide and server-scoped history

  • Searches current and previous in-game names.
  • Shows online state, sessions, playtime, first/last seen and role-appropriate identifiers.
  • Opens profiles with aliases, Steam context, notes, activity and moderation history.
  • Provides action and position history when supported.
  • Lets affected users review eligible public bans and submit an unban request.
04

Modules

Operational, moderation and automation tools

  • Groups tools into server administration, moderation and automation.
  • Filters the catalogue and hides capability-dependent tools when data is unavailable.
  • Preserves server context across statistics, map, logs, templates and moderation.
  • Shows detected integration providers and actual availability without exposing credentials.
05

Settings and account

Access, security and preferences

  • Manages workspace members and server-specific access where permitted.
  • Opens password, linked identity and multi-factor security workflows.
  • Controls profile and language preferences.
  • Surfaces plan state and limits used by feature gates and quotas.

Always-available shell controls

Workspace selectorChanges tenant scope; roles, servers and data are recalculated.
Server selectorChanges context for server-scoped modules and actions.
NotificationsSurfaces important moderation and portal events.
Quick helpLinks to common server and settings workflows.
ProfileOpens account, linked identity and security information.
Plan cardShows subscription context for gates and quotas.
Module catalogue

Operational modules in detail

Server administration

Server control

Shows connection/runtime state and supported remote server operations. Actions are permission checked, recorded and limited to the selected server. Controls stay disabled until the Agent or provider reports support.

Server settings

Edits connection metadata and re-runs reachability checks. It separates public query data from privileged RCON configuration and replaces credentials without revealing them.

Statistics

Summarizes population observations over time. Empty intervals mean no trustworthy sample was collected; they are not automatically interpreted as zero players.

Operations center

Combines live server status, players and high-frequency operational actions while keeping server and player context visible.

Operation tools

Stores reusable teleport locations, equipment kits and message templates. Templates can be favorited and executed for an online player or as a broadcast. The spawn catalogue searches the server-reported item catalogue.

Live map

Plots fresh player positions, vehicles and recognized world events. Map objects vary by world and integration; Chernarus, Livonia/Enoch, Sakhal and configured custom maps such as DeerIsle expose different event sets.

RCON and logs

Displays chat, join, leave, kill, death, system, connection and command events with filters, search and pagination. Detailed identifiers/IP information require permission. Authorized users can send a global RCON message.

Integrations

Lists detected provider modules, connection state, configuration access and normalized capabilities. “Detected” is not the same as “active”; usable views require a connected provider and current data.

Moderation

Player moderation

Combines identity, sessions, aliases, notes, watchlist, group context and activity. Authorized staff can message, kick, ban or perform supported world actions in the same server scope.

Base Guard

Uses supported raid-detection events around registered flagpoles, evaluates owner/team/allied/admin exclusions, presents alerts and can notify Discord. It appears only when raid detection is active.

Ban lists

Creates workspace lists, assigns them to servers and synchronizes supported BattlEye bans. Source, state and sync outcome are separated so a saved ban is not mistaken for a successfully applied one.

Ban appeals

Lets authorized staff review requests and original context, then approve/unban or reject with an optional decision note.

Chat filter

Maintains blocked words/phrases and repeated-message controls. Matching chat is processed in server scope and enforcement follows moderation permissions.

Name filter

Maintains disallowed complete player names and handles matching joins according to configured enforcement. Store one normalized name per line.

Automation

Scheduler

Runs one-time, weekly recurring or server-uptime-relative tasks: restart, global/private message, lock, unlock and kick-all. Restart workflows can warn, lock, kick and verify health. Tasks can be enabled, copied and inspected in list/week/month views with recent run results.

Messages

Creates server-start global messages or player-join private messages with a delay, optional repeat interval, enabled state and delivery history. Message text is literal and does not process chat placeholders.

Chat automation

Responds to in-game !commands with private or global localized replies. It supports simple replies, long rulebooks, cooldowns, previews, logs and optional Discord delivery, validating every token.

Webhooks

Creates encrypted Discord destinations per server. Each can subscribe to multiple event types and use a separate template per event. URLs are accepted once and never displayed again.

Webhook templates

Formats Discord events. Unsupported variables become empty; untrusted values are made inert, while GAdmin-generated player and verified Steam profile links remain clickable.

Plan and capability gates

Some modules or limits depend on the workspace plan; others require evidence such as positions, world-command support, raid events or telemetry. Gates are enforced on the server, not only in the browser.

Technical reference

There are three different kinds of “template”

Reusable operation

Operation templates

Saved teleport locations, item kits and player/broadcast messages. They store structured fields and do not substitute {{ tokens }}.

In-game reply

Chat automation

Localized command replies and rulebooks. They support the fixed 50-token catalogue and reject unknown tokens on save.

Discord output

Webhook templates

One format per event type. Variables are event-dependent; unknown or missing values render as empty text.

Token syntax

Server: {{ servername }}
Player: {{ player_name }}
Position: {{ player_position }}
Next restart: {{ next_restart_in }}
  • Use two opening and closing braces; inner spaces are optional.
  • Chat token names are case-insensitive, but lowercase is recommended.
  • Values can be unavailable when an event has no player, identity is unlinked, telemetry is stale or the server does not report the field.
  • Simple replies are normalized to one line and limited to 500 characters. Rulebooks allow 50,000 characters before paging. Discord action templates allow 2,000 characters.
  • Preview values are examples; execution renders again from live context.

Operation template types

TypeStored fieldsExecution
Saved teleport locationName, X/Y/Z, surface-height optionTeleports the selected online player; copying coordinates needs a fresh position.
Equipment kitUp to 50 classnames, quantity 1–20 per row, optional heal/ground/CE settingsQueues supported item/player operations; use the synced catalogue or a valid manual classname.
Message templateName, target scope, literal textSends to the selected player or broadcasts. No token substitution.
Chat automation

Complete placeholder catalogue

These 50 tokens work in command replies, rulebooks and their optional Discord action. Values are calculated at invocation time from the active server, player identity, telemetry, scheduler and stored events.

Server context

TokenValueNotes
{{map}}Current map/worldConnection and latest reported state.
{{servername}}Detected or configured server nameThe detected query name takes precedence.
{{game}}Game titleDayZ.
{{players}}Online player countLatest query data; zero when no count is present.
{{slots}}Maximum player slotsLatest advertised capacity.
{{version}}Running versionAvailable after query data arrives.
{{gametime}}Current UTC render timeFormatted as HH:MM UTC.
{{queue}}Queue sizeReserved; currently renders unavailable.
{{timeacl}}Day accelerationReserved; currently renders unavailable.
{{nighttimeacl}}Night accelerationReserved; currently renders unavailable.
{{max_ping}}Maximum allowed pingReserved; currently renders unavailable.
{{next_restart}}Next restart date/timeISO timestamp from enabled Scheduler tasks.
{{next_restart_in}}Time until restartHuman-readable duration calculated at invocation.
{{uptime}}Time since server startNeeds a trustworthy runtime start point.
{{minutes}}Minutes until next restartUnavailable when no restart is scheduled.
{{delta}}Seconds until next restartUnavailable when no restart is scheduled.

Player context

TokenValuePrivacy/availability
{{player_slot}}Current source/RCON slotFrom the triggering event when present.
{{player_name}}In-game nameTriggering event.
{{player_guid}}BattlEye GUIDUse only in trusted outputs.
{{player_steam64}}Linked SteamID64Needs identity link.
{{player_ipv4}}Last observed IPv4Sensitive; private staff output only.
{{player_country}}Country nameLatest location observation.
{{player_country_code}}Country codeWhen resolvable.
{{player_admin_status}}Administrator statusReserved; currently renders unavailable.
{{player_ping}}Latest latencyLatest stored server-player observation.
{{player_playtime}}Steam DayZ playtimeNeeds linked Steam identity and cached playtime.

Player statistics

TokenMeaningCalculation
{{kills}}Total recorded killsStored events for player/server.
{{deaths}}Total recorded deathsSupported death categories and suicide.
{{kdratio}}Total K/DKills divided by at least one death.
{{session_kills}}Current-session killsEvents since session start.
{{session_deaths}}Current-session deathsEvents since session start.
{{session_kdratio}}Current-session K/DSession kills divided by at least one death.
{{storage_kills}}Stored-history killsHistorical aggregate.
{{storage_deaths}}Stored-history deathsHistorical aggregate.
{{storage_kdratio}}Stored-history K/DHistorical ratio.

Event context

TokenValueNotes
{{persona_game}}Name in game eventMay differ from linked profile.
{{persona_steam}}Steam profile nameNeeds verified Steam identity.
{{murderer}}Killer nameKill/death event.
{{victim}}Victim nameKill/death event.
{{weapon}}Normalized weapon/explosiveCatalogue name or safe fallback.
{{distance}}Distance in metresWhen source supplies it.
{{player_position}}Latest player coordinatesEvent or fresh map position.
{{victim_position}}Victim X, Y, ZCombined string.
{{victim_position_x}}Victim XEvent-specific.
{{victim_position_y}}Victim YEvent-specific.
{{victim_position_z}}Victim ZEvent-specific.
{{murderer_position}}Killer X, Y, ZCombined string.
{{murderer_position_x}}Killer XEvent-specific.
{{murderer_position_y}}Killer YEvent-specific.
{{murderer_position_z}}Killer ZEvent-specific.
Do not publish private player data

Avoid {{player_ipv4}}, GUIDs and identity data in global chat or public Discord. Use a private staff-only destination.

Discord webhooks

Event templates and their variables

Each selected event has its own template context. {{player_name}}, {{player}}, {{victim}} and {{murderer}} become safe GAdmin profile links when verified. {{steam_profile}} links only verified Steam data.

Rendering rules

Unknown or missing variables render empty. Player/server supplied values cannot create mentions, masked links or arbitrary Markdown. Rendered messages are capped at 2,000 characters.

EventWhen it firesSupported variables
gameserver.downtimeServer becomes unreachable{{gameserver_name}}, {{downtime_string}}
gameserver.downtime_clearedServer returns{{gameserver_name}}, {{downtime_string}}
rcon.restrictedRCON restricted{{gameserver_name}}, {{reason}}
rcon.authentication_errorAuthentication fails{{gameserver_name}}
user.joinPlayer joins{{player_name}}, {{player_country}}
user.leavePlayer leaves{{player_name}}, {{player_playtime}}
user.kickedSupported kick completes{{player_name}}, {{reason}}, {{player_playtime}}
user.bannedPortal/shared ban is synchronized{{player_name}}, {{steam_profile}}, {{steam_name}}, {{steam_id}}, {{steam_url}}, {{reason}}
user.chatPlayer chat{{player_name}}, {{message}}; channel omitted
user.commandRecognized command{{channel}}, {{player_name}}, {{message}}
player.killPlayer kill{{victim}}, {{murderer}}, {{weapon}}, {{distance}}
player.damageSupported damage{{victim}}, {{murderer}}, {{weapon}}, {{distance}}, {{damage}}, {{zone}}
player.deathGeneric death{{victim}}, {{murderer}}, {{weapon}}, {{distance}}
player.death_infectedInfected death{{victim}}
player.death_environmentEnvironmental death{{victim}}
player.death_starvationStarvation death{{victim}}
player.death_animalAnimal death{{victim}}, {{animal}}
player.death_explosionExplosion death{{victim}}, {{murderer}}, {{weapon}}
player.death_objectObject-caused death{{victim}}, {{object}}
player.death_falldamageFall death{{victim}}
player.death_bloodBlood-loss death{{victim}}
player.placeObject placement{{player}}, {{item}}, {{player_position}}
player.interactObject interaction{{player}}, {{action}}, {{item}}, {{target}}, {{player_position}}

Common context

The renderer also receives common values such as {{gameserver_name}}, {{channel}}, {{player_name}}, {{player}}, {{message}}, {{reason}}, {{player_country}}, {{player_playtime}} and {{player_position}}. Use them only where the event supplies the underlying data.

Kill message
☠ {{victim}} was killed by {{murderer}}
Weapon: {{weapon}} · {{distance}} m
Join message
→ {{player_name}} joined {{gameserver_name}}
Country: {{player_country}}
Access and safety

Roles, permissions and sensitive data

Every request is authorized by the backend in workspace and server scope. The interface may hide controls for clarity, but permission decisions are not delegated to the browser.

Workspace roles

Roles determine broad access to members, servers, subscriptions and shared data. Members can also be limited to selected servers.

Operation permissions

Kick, ban, teleport, spawn, inventory, restart and configuration operations each require permission and capability support.

Audit context

Command, scheduler, delivery and moderation records retain actor, target, server and outcome context.

Secret handling

RCON passwords, gak_ keys, Agent credentials and Discord webhook URLs must not appear in screenshots or public support messages.

Safe support bundle

Share the server display name, approximate time, visible status/error text and a redacted screenshot. Never share full Settings.json, database URLs, webhook URLs, passwords, API keys, session cookies or private player addresses.

Diagnostics

Read the failure layer before changing configuration

Query unreachableCheck public address, game/query ports, provider assignment and inbound UDP rules.
RCON authentication errorConfirm the BattlEye port/password at the host; rotate the stored credential if changed or leaked.
Agent disconnectedCheck the process, matching server ID, outbound HTTPS and whether the key was rotated.
Live map unavailable/staleConfirm position capability, recognized map/world and recent snapshots. RCON alone does not guarantee positions.
Module missingCheck selected server, plan, role and capability state. Detection without current data can remain unavailable.
Automation did not runReview enabled state, timezone, schedule, recent runs, permissions, player identity and connection at due time.
Webhook did not deliverConfirm it is enabled, includes the event, renders non-empty content and still has a valid destination. Use Send test.
Placeholder is emptyVerify the token belongs to this template system and the event supplies it. Unknown webhook variables render empty.