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.
Create a workspace
Register, verify the account, create or join a workspace and confirm your role.
Add a server
Enter the public address and game, query and BattlEye RCON ports. GAdmin checks reachability before accepting the connection.
Pair the Agent
Use the server-specific GAS- identifier and gak_ key in GAdminAgent/Settings.json. Keep both private.
Verify data
Check connection state, Agent health, live players, activity and map freshness before enabling automations.
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.
How the portal, Agent and DayZ server work together
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.
“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.
Every main portal area
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.
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.
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.
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.
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
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.
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.
There are three different kinds of “template”
Operation templates
Saved teleport locations, item kits and player/broadcast messages. They store structured fields and do not substitute {{ tokens }}.
Chat automation
Localized command replies and rulebooks. They support the fixed 50-token catalogue and reject unknown tokens on save.
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
| Type | Stored fields | Execution |
|---|---|---|
| Saved teleport location | Name, X/Y/Z, surface-height option | Teleports the selected online player; copying coordinates needs a fresh position. |
| Equipment kit | Up to 50 classnames, quantity 1–20 per row, optional heal/ground/CE settings | Queues supported item/player operations; use the synced catalogue or a valid manual classname. |
| Message template | Name, target scope, literal text | Sends to the selected player or broadcasts. No token substitution. |
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
| Token | Value | Notes |
|---|---|---|
{{map}} | Current map/world | Connection and latest reported state. |
{{servername}} | Detected or configured server name | The detected query name takes precedence. |
{{game}} | Game title | DayZ. |
{{players}} | Online player count | Latest query data; zero when no count is present. |
{{slots}} | Maximum player slots | Latest advertised capacity. |
{{version}} | Running version | Available after query data arrives. |
{{gametime}} | Current UTC render time | Formatted as HH:MM UTC. |
{{queue}} | Queue size | Reserved; currently renders unavailable. |
{{timeacl}} | Day acceleration | Reserved; currently renders unavailable. |
{{nighttimeacl}} | Night acceleration | Reserved; currently renders unavailable. |
{{max_ping}} | Maximum allowed ping | Reserved; currently renders unavailable. |
{{next_restart}} | Next restart date/time | ISO timestamp from enabled Scheduler tasks. |
{{next_restart_in}} | Time until restart | Human-readable duration calculated at invocation. |
{{uptime}} | Time since server start | Needs a trustworthy runtime start point. |
{{minutes}} | Minutes until next restart | Unavailable when no restart is scheduled. |
{{delta}} | Seconds until next restart | Unavailable when no restart is scheduled. |
Player context
| Token | Value | Privacy/availability |
|---|---|---|
{{player_slot}} | Current source/RCON slot | From the triggering event when present. |
{{player_name}} | In-game name | Triggering event. |
{{player_guid}} | BattlEye GUID | Use only in trusted outputs. |
{{player_steam64}} | Linked SteamID64 | Needs identity link. |
{{player_ipv4}} | Last observed IPv4 | Sensitive; private staff output only. |
{{player_country}} | Country name | Latest location observation. |
{{player_country_code}} | Country code | When resolvable. |
{{player_admin_status}} | Administrator status | Reserved; currently renders unavailable. |
{{player_ping}} | Latest latency | Latest stored server-player observation. |
{{player_playtime}} | Steam DayZ playtime | Needs linked Steam identity and cached playtime. |
Player statistics
| Token | Meaning | Calculation |
|---|---|---|
{{kills}} | Total recorded kills | Stored events for player/server. |
{{deaths}} | Total recorded deaths | Supported death categories and suicide. |
{{kdratio}} | Total K/D | Kills divided by at least one death. |
{{session_kills}} | Current-session kills | Events since session start. |
{{session_deaths}} | Current-session deaths | Events since session start. |
{{session_kdratio}} | Current-session K/D | Session kills divided by at least one death. |
{{storage_kills}} | Stored-history kills | Historical aggregate. |
{{storage_deaths}} | Stored-history deaths | Historical aggregate. |
{{storage_kdratio}} | Stored-history K/D | Historical ratio. |
Event context
| Token | Value | Notes |
|---|---|---|
{{persona_game}} | Name in game event | May differ from linked profile. |
{{persona_steam}} | Steam profile name | Needs verified Steam identity. |
{{murderer}} | Killer name | Kill/death event. |
{{victim}} | Victim name | Kill/death event. |
{{weapon}} | Normalized weapon/explosive | Catalogue name or safe fallback. |
{{distance}} | Distance in metres | When source supplies it. |
{{player_position}} | Latest player coordinates | Event or fresh map position. |
{{victim_position}} | Victim X, Y, Z | Combined string. |
{{victim_position_x}} | Victim X | Event-specific. |
{{victim_position_y}} | Victim Y | Event-specific. |
{{victim_position_z}} | Victim Z | Event-specific. |
{{murderer_position}} | Killer X, Y, Z | Combined string. |
{{murderer_position_x}} | Killer X | Event-specific. |
{{murderer_position_y}} | Killer Y | Event-specific. |
{{murderer_position_z}} | Killer Z | Event-specific. |
Avoid {{player_ipv4}}, GUIDs and identity data in global chat or public Discord. Use a private staff-only destination.
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.
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.
| Event | When it fires | Supported variables |
|---|---|---|
gameserver.downtime | Server becomes unreachable | {{gameserver_name}}, {{downtime_string}} |
gameserver.downtime_cleared | Server returns | {{gameserver_name}}, {{downtime_string}} |
rcon.restricted | RCON restricted | {{gameserver_name}}, {{reason}} |
rcon.authentication_error | Authentication fails | {{gameserver_name}} |
user.join | Player joins | {{player_name}}, {{player_country}} |
user.leave | Player leaves | {{player_name}}, {{player_playtime}} |
user.kicked | Supported kick completes | {{player_name}}, {{reason}}, {{player_playtime}} |
user.banned | Portal/shared ban is synchronized | {{player_name}}, {{steam_profile}}, {{steam_name}}, {{steam_id}}, {{steam_url}}, {{reason}} |
user.chat | Player chat | {{player_name}}, {{message}}; channel omitted |
user.command | Recognized command | {{channel}}, {{player_name}}, {{message}} |
player.kill | Player kill | {{victim}}, {{murderer}}, {{weapon}}, {{distance}} |
player.damage | Supported damage | {{victim}}, {{murderer}}, {{weapon}}, {{distance}}, {{damage}}, {{zone}} |
player.death | Generic death | {{victim}}, {{murderer}}, {{weapon}}, {{distance}} |
player.death_infected | Infected death | {{victim}} |
player.death_environment | Environmental death | {{victim}} |
player.death_starvation | Starvation death | {{victim}} |
player.death_animal | Animal death | {{victim}}, {{animal}} |
player.death_explosion | Explosion death | {{victim}}, {{murderer}}, {{weapon}} |
player.death_object | Object-caused death | {{victim}}, {{object}} |
player.death_falldamage | Fall death | {{victim}} |
player.death_blood | Blood-loss death | {{victim}} |
player.place | Object placement | {{player}}, {{item}}, {{player_position}} |
player.interact | Object 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.
☠ {{victim}} was killed by {{murderer}}
Weapon: {{weapon}} · {{distance}} m→ {{player_name}} joined {{gameserver_name}}
Country: {{player_country}}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.
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.