AzerothCore module that periodically auto-queues eligible online players into battlegrounds, grouped by level bracket, to help battlegrounds reach the critical mass needed to pop. Players are opted in by default and can opt out with an in-game command.
On a configurable interval the module runs a queue pass: it gathers every
eligible online player, groups them by PvP level bracket (10-19, 20-29, …,
70-79, never mixed), selects one battleground per bracket, and solo-queues
everyone in that bracket into it. A warning is broadcast WarningLeadTime
seconds before each pass. Players choose whether to accept the queue popup;
declining carries no penalty and they are simply considered again next pass.
Declining or ignoring a module invite shows a chat hint about .bgevents off
(see BgAutoQueue.DeclineHint.Enable), and after
BgAutoQueue.OptOutAfterDeclines consecutive declined events the character is
automatically opted out with a notice — reversible with .bgevents on;
accepting an event invite resets the count. Manual queues never trigger any of
this.
Battleground selection per bracket:
- Live-battleground reinforcement (priority). If a normal battleground is already forming or in progress for that bracket with free slots, players are queued into it (not limited to the configured pool).
- Otherwise, a random pick from
BgAutoQueue.Pool, preferring candidates whose minimum players per team the bracket can fill (a pool candidate that already has uninvited queuers is reinforced first); if none qualify, the smallest battleground is queued anyway to seed it.
Note that while a seeded below-minimum queue waits to fill, the core blocks
those players from joining the Random Battleground queue, and, unless
JoinBGAndLFG.Enable = 1 is set (core default is 0), also from the Dungeon
Finder, until the queue pops or they leave it. See the note in
conf/mod-bg-auto-queue.conf.dist.
📖 For the full, player-facing explanation — when events fire, what players see, opt-out, battleground selection, the complete eligibility list, and the commands — see docs/how-it-works.md.
- Cross-faction matcher (mod-cfbg).
BgAutoQueue.CrossFaction = 1judges viability on the total player count and assumes a cross-faction matcher such as mod-cfbg fills both teams. On a stock core the queue itself still requires the minimum in each faction, so mode 1 can queue faction-lopsided batches that never pop; setCrossFaction = 0there. Conversely, with mod-cfbg active keepCrossFaction = 1(mod-cfbg fills both teams from the total, so per-faction viability under-queues). The module logs a warning on either misconfiguration. - Toggling
CFBG.Enableat runtime. Players queued while mod-cfbg was in the other state sit in queue buckets the newly-active matcher never reads: they will not be invited until they leave the queue and re-join (or log out). This is a core/mod-cfbg limitation that affects manual queuers too; the module excludes such stale entries from its viability counts and logs a warning when it sees them. After flippingCFBG.Enableand reloading, expect players queued before the flip to need a re-queue (a worldserver restart avoids the situation entirely). - Deserter tracking noise. If
Battleground.TrackDeserters.Enableis enabled, players who decline auto-queue invites may appear in the deserter tracking table. This is informational only, not a player-facing penalty. - Queue announcer. If
Battleground.QueueAnnouncer.Enableis on in immediate (non-timed) mode, a mass pass emits one world announcement per player. ConsiderBattleground.QueueAnnouncer.Timed/…PlayerOnlyto avoid spam.
Things to be aware of when running this on a live server:
- A pass queues everyone in one tick (burst). All eligible players are
queued during a single world update, and a
OnPlayerJoinBGscript hook fires once per queued player. On a high-population server this is a noticeable burst: any other module that listens onOnPlayerJoinBG(announcers, reward systems, statistics) will fire en masse, and the core BG queue announcer in immediate mode emits one line per player (see "Queue announcer" above — prefer its timed / player-only mode). Spreading the burst across multiple ticks is intentionally not implemented; size yourIntervalaccordingly. - A large batch opens several instances. The core creates at most one new battleground instance per queue update, so after a pass the module keeps nudging the queue every few seconds while a bracket still holds enough uninvited players for another instance. A 60-player bracket therefore fills multiple simultaneous instances within seconds instead of leaving the surplus queued until the next pass. Any leftover below one instance's worth stays queued and is served by normal core behavior (declines, leavers, manual joins) or by the next pass.
.reload configrestarts the timer. Every config reload resets the interval and re-appliesInitialDelay. If you reload more frequently thanInterval, the next automatic pass is pushed back each time and may never fire — use.bgevents runto trigger one on demand, or avoid reloading right before a pass is due.- Opt-out is stored per character via the core PlayerSettings system
(
source = "mod-bg-auto-queue"; index 0:0= opted in,1= manual opt-out via.bgevents off,2= automatic opt-out after consecutive declines; index 1: the consecutive declined-invite counter). The core loads it on login, saves it on logout, and deletes it when the character is deleted — the module keeps no table of its own. This requires the core configEnablePlayerSettings = 1for the opt-out (and the counter) to persist across logins. With it0(the core default),.bgevents offstill works but only for the current session, and a warning is logged at startup.
- Clone this folder into
modules/mod-bg-auto-queue/of your AzerothCore source. - Re-run CMake and rebuild the worldserver.
- Copy
mod-bg-auto-queue.conf.disttomod-bg-auto-queue.confin your worldserver's configuration directory and adjust as needed. - For per-character opt-out to persist across logins, set the core config
EnablePlayerSettings = 1(see the dependency note in the conf). The module creates no database tables of its own.
All options are documented in conf/mod-bg-auto-queue.conf.dist:
BgAutoQueue.Enable— enable the automatic periodic pass (calling.bgevents runworks even when disabled).BgAutoQueue.Level.Min/BgAutoQueue.Level.Max— eligible level range.BgAutoQueue.Pool— CSV ofbattleground_templateIDs to pick from.BgAutoQueue.Interval— minutes between passes (0disables the schedule).BgAutoQueue.InitialDelay— seconds before the first pass after startup/reload.BgAutoQueue.WarningLeadTime— seconds before a pass to broadcast the warning.BgAutoQueue.BroadcastMessage— the warning text (empty disables it).BgAutoQueue.CrossFaction— how the available count is judged against a BG's minimum players per team;1requires a cross-faction matcher such as mod-cfbg (see "Interactions with other systems").BgAutoQueue.SkipGameMasters— skip GMs in the warning and the queueing.BgAutoQueue.SkipAFK— skip players flagged AFK (on by default; note the client auto-flags idle players).BgAutoQueue.SkipAuras— CSV of aura IDs whose carriers are skipped for the pass.BgAutoQueue.DeclineHint.Enable— chat hint about.bgevents offafter a declined/expired module invite (the auto-opt-out notice below is always sent).BgAutoQueue.OptOutAfterDeclines— consecutive declined module events before the character is automatically opted out (0disables the auto-opt-out).
.bgevents on— opt the current character back into battleground events (also resets the consecutive-decline count)..bgevents off— opt the current character out (future passes only; does not dequeue an existing queue)..bgevents— (no argument) show the opt-in state and the time until the next scheduled pass..bgevents run— (GM, console-capable) run a queue pass immediately, even when the automatic schedule is disabled. Does not reset the periodic timer.
Note: while a character holds the auto-created queue entry, the client silently rejects a manual re-join of that same battleground — solo, and for the whole party on "Join as Group" if any member holds the entry. Players who want to queue as a group right after a pass must first leave the automatic queue (via the queue icon next to the minimap) or wait for the invite.