I never hosted a server myself but i found this guide very easy by search in google
COOP Server for Windows OS :
COOP Server for Linux OS :
Insurgency: Sandstorm Server Admin Guide
Before installation make sure you have installed the required prerequisites on your server.
Visual C++ 2015 Redistributable: https://www.microsoft.com/en-u…oad/details.aspx?id=53587 VIsual C++ 2017 Redistributable: https://aka.ms/vs/15/release/vc_redist.x64.exe
Like other games published on Steam, Insurgency: Sandstorm’s server files are published through a command-line tool known as “SteamCMD”. This GUI-less Steam client allows you to install and update the server’s files fairly easily.
You can download SteamCMD from the following links:
Windows: https://steamcdn-a.akamaihd.ne…nt/installer/steamcmd.zip Linux: https://steamcdn-a.akamaihd.ne…ler/steamcmd_linux.tar.gz
You can read more about SteamCMD and how to use it here: https://developer.valvesoftware.com/wiki/SteamCMD.
Most commands through SteamCMD require knowledge of the “app ID”, for Insurgency: Sandstorm its server files use the app ID 581330.
Once installed, you may launch the server from the “InsurgencyServer” executable located in the root directory of where you installed the server. The command line should include the starting map, the scenario and any other launch parameters. For example:
InsurgencyServer.exe Oilfield?Scenario=Scenario_Refinery_Push_Security?MaxPlayers=28 -Port=27102 -QueryPort=27131 -log -hostname="My Server"
Insurgency/Binaries/Linux/InsurgencyServer-Linux-Shipping Oilfield?Scenario=Scenario_Refinery_Push_Security?MaxPlayers=28 -Port=27102 -QueryPort=27131 -log -hostname="My Server"
In this example, the server will be started on Refinery (Oilfield) Push Security, hosted on port 27102 with a maximum of 28 players.
Travel parameters are placed at the end of the map name in the command line, following it with a question mark (?) and then the setting variable and its value. In the above example “port”, “queryport” and “MaxPlayers” are travel parameters.
Sets a password for the server.
Maximum number of players that can join the server. On coop servers, this is only the number of human players.
Command Line Arguments
Enables log window.
Set the name of the server as it appears on the server browser (replacing My Server with the name of your choice).
Enable cheats for testing.
The UDP port that game connections are made to (replace xxxx with port number).
The port that Steam runs server queries on (replace xxxx with port number).
Most server configuration is performed through INI files and launch parameters. INI files can be edited with any plain text editor such as Notepad, Notepad++, Sublime Text and VSCode.
The location of the configuration files are in the following directories (relative to the installation directory):
The game has a built-in admin menu which provides basic functionality such as kicking, banning and changing the level. In order to add admins, you will need to know their 64-bit Steam ID (aka steamID64). You can find this by using an online converter such as STEAMID I/O.
The list is contained inside Insurgency/Config/Server/Admins.txt. If this file does not exist, create it. You can also override the file by specifying a command line switch, for example -AdminList=OtherAdminList would make the server read from OtherAdminList.txt instead.
For each server admin you want to add, put each Steam ID on a new line. You can do this for as many admins as you would like to add. Adding new admins will require a server restart or level change for any changes to be reflected in-game. When a player with admin is connected to the server, they should be able to open the admin menu, it is bound to the Keypad Subtract button by default and can be re-bound in the key bindings menu.
Remote Access (Rcon)
Rcon can be enabled to provide remote access to the server for administrative tasks that don’t require you to join the server. This is implemented using the Source Engine Rcon Protocol which has clients available for it such as mcrcon.
Rcon can be enabled either through modifying Game.ini or through the server’s command line. To enable it via the command line you can provide the arguments -Rcon -RconPassword=password -RconListenPort=27015 replacing the password and port with your preference.
Through Game.ini you can add the following options:
The following additional config variables are also available:
If enabled, then the rcon socket will listen on all available network devices.
If bUseBroadcastAddress is False, this is the network IP the rcon socket is bound to.
When enabled, any unknown rcon commands will be interpreted as console commands.
The maximum number of failed authentication attempts before the IP address is temporarily banned.
The amount of time (in minutes) a client is banned from attempting to connect to rcon if they’ve reached their maximum number of attempts.
You can get a list of commands at any time by typing “help” into the console. This will show a summary of all available commands, their usage as well as a description of the command’s function.
The table below shows the available commands, mandatory parameters are shown surrounded by “<” and “>”, while optional parameters are surrounded with “[“ and “]”.
Displays a list of commands.
Lists players currently connected to the server.
Kicks a player from the server.
<id/netid/name> [duration in minutes] [reason]
Bans a player from the server.
Permanently bans a player from the server.
Lifts a ban for a user.
Shows the ban list for the server.
Shows a message to all players in the chat box.
[0 = no team switch, 1 = swap teams]
Restarts the current round.
Lists available maps.
Lists available scenarios.
Change level to given scenario.
Transitions the server to a different level.
<property> [new value]
Gets or sets a gamemode property for the length of the scenario.
By default, any unknown commands will be executed as console commands.
By default, a server will cycle through all Versus (PVP) scenarios available.
The server can be configured with a mapcycle file which contains a list of scenarios, separated by new lines. By default, this file must be placed in Insurgency/Config/Server/MapCycle.txt. This can be defined on the command line using the -MapCycle parameter. So if you wanted it to read MyOtherMapCycle.txt you would specify -MapCycle=MyOtherMapCycle.
For example, a Skirmish only server’s MapCycle.txt should look like the following:
For Checkpoint scenarios “Insurgents” and “Security” refer to the faction you play as. For Push, the faction names represent the team you attack as. Firefight for most maps will contain a West and an East layout.
A bunch of general gameplay options can be added to Game.ini. Below is a table that lists the section they need to be under (find or add them to the file) as well as the options available under that section.
Is the kill feed enabled?
Is the kill feed enabled for dedicated spectators and replays?
Show information about a death (killer, weapon) to the victim?
Reveal distance of kills?
Limit for the number of team kills one player can perform before being kicked.
Grace timer between team killing incidents.
How long until a player’s TK count reduces by 1.
Can alive players see messages from the dead?
Can alive players see messages from dead teammates using team-only chat?
Can alive players hear voice chat from dead players?
Can proximity voice chat be heard by enemies?
The additional time to wait for additional players during the starting intermission.
How long players are frozen before transitioning to the round intermission screen.
How long is spent on the intermission screen.
How much time is spent between last post round and game over
Should teams be assigned on connect?
Enables friendly fire.
Damage modifier for friendly fire.
Damage modifier for friendly fire that is mirrored back at the attacker.
Enables auto team balancing.
How long to wait after detecting unbalanced teams.
Enabled map voting at the end of each game.
Enables the use of the map cycle. If disabled, the current map loops indefinitely.
Allow both teams to talk to each other between rounds.
How long a player can be idle for before being kicked.
How long a player can idle for when there are low reinforcements.
How frequently to check for idle players.
For example, enable the kill feed, show kill distance and disable friendly fire you would enter the following in your Game.ini:
Gamemode options can be defined through Game.ini, with each section corresponding to a given gamemode. The INI sections are as follows:
Push: [/Script/Insurgency.INSPushGameMode] Skirmish: [/Script/Insurgency.INSSkirmishGameMode] Firefight: [/Script/Insurgency.INSFirefightGameMode] Checkpoint: [/Script/Insurgency.INSCheckpointGameMode] Team Deathmatch: [/Script/Insurgency.INSTeamDeathmatchGameMode]
Any of the below settings under the general sections can be applied globally by putting them in the appropriate INI section.
How long it takes to capture territorial objectives.
How long objective progress decays with no one on the point. Negative value disables.
Additional capture speed-up for each player on the point.
Maximum players taken into account for capture speed-up.
Minimum players required on each team to start the game.
Maximum number of rounds to play.
Number of rounds required for game victory.
Maximum duration a game can last. Negative value disables.
Amount of “freeze time” at the start of a round.
Duration of the round.
Amount of overtime given when there’s an objective being contested after the round timer expires.
Minimum additional time spent between team switches.
How often to switch teams. 0 = never, 1 = every round, 2 = every other round, etc.
Allow players to switch to the other team?
Bot quota to fill.
Amount of starting supply points.
Maximum supply that can be earned.
Enable supply gain throughout the round?
Should supply gain be awarded instantly?
Score threshold for earning supply.
How long a round is extended for each successful capture.
Number of waves attackers get per-objective.
Percentage of attacker team that has to be dead to trigger a reinforcement wave.
Duration of attacker reinforcement wave timer.
Number of waves attackers get per-objective.
Percentage of defending team that has to be dead to trigger a reinforcement wave.
Duration of defender reinforcement wave timer.
Delay for the last defender spawn zone to be disabled.
Delay in advancing the attacker spawns.
Starting reinforcement waves for each team.
Number of bonus waves to get when an objective is taken while the team cache is still intact.
General Coop ([/Script/Insurgency.INSCoopMode])
Use vehicle insertion sequences where possible.
Friendly bots for coop.
Minimum number of enemy bots.
Maximum number of enemy bots.
Time to defend against counter attack with small player team.
Extend duration of counter-attack by this on the final point.
Time to force bots to retreat after a counter-attack.
“Dead player ratio” that must be reached before respawning the bot team.
Bot respawn delay.
Time bots will rush the cache after destruction.
“Dead player ratio” that must be reached before respawning the bot team during a counter-attack.
Bot respawn delay during counter-attack.
Multiplier of bots to respawn with minimum player count.
Multiplier of bots to respawn with maximum player count.
Increase in bot quota for final objective if it’s a cache.
As of update 1.1, community servers can opt into enabling player voting on their servers. This can be enabled by entering the following into Game.ini:
This will enable voting and include the vote kick issue, which as of now is the only supported voting issue. When additional vote issues are available, you would add a new line below for each issue you want to enable.
When voting is enabled, players can press Esc and click “Call Vote” to vote for a vote issue. Pressing F1 will vote yes and pressing F2 will vote no.
Vote Kick Options
INI Section: [/Script/Insurgency.VoteIssueKick]
The number of players required to start a vote.
Does this issue require a minimum number of players to show their voting intentions before commencing the vote?
Minimum ratio of team required to start a vote.
Ratio of team required to vote yes for vote to pass.
For the vote to succeed, yes must have this number of votes over no.
How long until this vote can be called again.
Can the vote target an enemy player?
How long voting an idle player will ban them for in seconds, -1 represents a kick only.
How long a ban for any other reason will last in seconds.