Send Connectionless Packet
send_connectionless_packetSend a connectionless (out-of-band) UDP packet to a QuakeLive or Quake3 server and return the parsed reply.
How it works ↓Pricing
Per call
$0.02
Model
time-based
Pay only for what you use. No subscriptions.
Inputs
rcon_password
stringnulladdress *
stringtimeout_ms
integernullcommand *
stringrcon_command
stringnullInput Parameters
Cost per run
Execution cost$0.02
About Send Connectionless Packet
Send a connectionless (out-of-band) UDP packet to a QuakeLive or Quake3 server and return the parsed reply.
Connectionless packets are raw UDP datagrams prefixed with four 0xFF bytes followed by a command string. Servers that speak the Q3/QL protocol respond in the same format. No prior connection or handshake is required — each call is a single send + single receive.
Supported commands (see the command enum):
• getinfo — returns a key-value info string with map, gametype, player count, hostname, sv_fps, and more.
• getstatus — returns the full info string plus one line per connected player (frags, ping, name). Use this to inspect current players.
• getchallenge — returns a one-time challenge number (used internally during connection setup).
• rcon — executes a console command server-side via the remote console interface. Requires rcon_password and rcon_command.
• ping — sends a probe and expects an ack reply; useful for a lightweight reachability check.
The response JSON always includes response_type (the first token of the server reply) and raw (the full reply text). For infoResponse and statusResponse an info object with parsed key-value pairs is also included; statusResponse additionally includes a players array.
Frequently Asked Questions
Send a connectionless (out-of-band) UDP packet to a QuakeLive or Quake3 server and return the parsed reply. Connectionless packets are raw UDP datagrams prefixed with four 0xFF bytes followed by a command string. Servers that speak the Q3/QL protocol respond in the same format. No prior connection or handshake is required — each call is a single send + single receive. Supported commands (see the `command` enum): • `getinfo` — returns a key-value info string with map, gametype, player count, hostname, sv_fps, and more. • `getstatus` — returns the full info string plus one line per connected player (frags, ping, name). Use this to inspect current players. • `getchallenge` — returns a one-time challenge number (used internally during connection setup). • `rcon` — executes a console command server-side via the remote console interface. Requires `rcon_password` and `rcon_command`. • `ping` — sends a probe and expects an `ack` reply; useful for a lightweight reachability check. The response JSON always includes `response_type` (the first token of the server reply) and `raw` (the full reply text). For `infoResponse` and `statusResponse` an `info` object with parsed key-value pairs is also included; `statusResponse` additionally includes a `players` array.
Send Connectionless Packet costs $0.02 per call on xpay. No subscription, no minimums. Pay only for the calls you make. New accounts get $5 in free credits.
Connect the Mcps MCP endpoint to your client — Claude Code: claude mcp add --transport http quakelive "https://quakelive.mcp.xpay.sh/mcp?key=YOUR_XPAY_KEY"; Cursor/Windsurf/Cline/VS Code: same URL in mcp.json. The agent will see send_connectionless_packet as a callable tool with the input schema and run it directly. (Unified across all providers: https://mcp.xpay.sh/mcp?key=YOUR_XPAY_KEY, then xpay_run with toolPath quakelive/send_connectionless_packet.)
Yes — that's exactly what xpay is for. You don't need a Mcps account or API key. Sign up at xpay.tools (Google or email), get $5 free credit, and run Send Connectionless Packet immediately. Billing flows through your xpay balance.
Send Connectionless Packet accepts 5 input parameters: rcon_password, address, timeout_ms, command, rcon_command. See the input schema and runnable form on this page for details and to test live.

