og-cod-plutainer/examples/env.example
Amos 275c4c06d9
docs: correct the CoD4x key situation
"No key" was misleading. CoD4x has no Plutonium-style key, but a public server
does need a masterserver token: without one it cannot register, and an
unregistered server never appears in the in-game server browser, so in practice
nobody finds it. Only players given the address can connect directly. Host
migration needs one too.

The engine documents the source itself - sv_authtoken is registered with the
description "Token to register on masterserver. You can get it from
http://cod4master.cod4x.ovh" - and validates it at 32 characters. Both are now
in the docs, along with what actually happens when it is absent.

Corrected in the README game table, the games at-a-glance table, the quickstart
prerequisites, the variable reference, the troubleshooting entry, and both
examples. IW4x and T7x really do need nothing and are left as they were.
2026-08-15 18:01:04 +01:00

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# Copy to .env next to your docker-compose.yml. Never commit it.
#
# cp examples/env.example .env
#
# docker compose reads .env automatically and substitutes ${NAME} in the
# compose file.
# Plutonium server keys — one per server, from
# https://platform.plutonium.pw/serverkeys
# Required for t4/t5/t6/iw5. T5 in particular will not load a map without a
# valid one.
T4MP_KEY=
T4ZM_KEY=
T5MP_KEY=
T5ZM_KEY=
T6MP_KEY=
T6ZM_KEY=
IW5MP_KEY=
# RCON passwords. Optional, but RCON (and IW4MAdmin) stay disabled without
# them. Use a different one per server.
T6MP_RCON=
T6ZM_RCON=
IW4X_RCON=
COD4X_RCON=
# CoD4x masterserver token, 32 characters, from http://cod4master.cod4x.ovh
# The server runs without it but never registers with the master, so it does
# not show up in the in-game server browser.
COD4X_TOKEN=