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  1. //
  2. // server.cfg
  3. //
  4. // comments are written with "//" in front of them.
  5.  
  6.  
  7. // GLOBAL SETTINGS
  8. hostname = "***"; // The name of the server that shall be displayed in the public server list
  9. password = "***"; // Password for joining, eg connecting to the server
  10. passwordAdmin = "***"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
  11. serverCommandPassword = ""; // Password required by alternate syntax of [[serverCommand]] server-side scripting.
  12. logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
  13. admins[] = {
  14. "***"
  15. };
  16.  
  17.  
  18. // WELCOME MESSAGE
  19. motd[] = {
  20. "Welcome to the party, pal"
  21. };
  22. motdInterval = 0; // Time interval (in seconds) between each message
  23.  
  24.  
  25. // JOINING RULES
  26. maxPlayers = 50; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
  27. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
  28. verifySignatures = 0; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
  29. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+)
  30.  
  31. steamProtocolMaxDataSize = 1024; // Increasing this value will fix the modlist length limit in Arma 3 Launcher but mignt not be supported by some routers.
  32. loopback = 0; // Enforces LAN only mode.
  33. upnp = 1; // This setting might slow up server start-up by 600s if blocked by firewall or router.
  34.  
  35. // VOTING
  36. voteMissionPlayers = 3; // Tells the server how many people must connect so that it displays the mission selection screen.
  37. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
  38.  
  39.  
  40.  
  41.  
  42. // INGAME SETTINGS
  43. disableVoN = 1; // If set to 1, Voice over Net will not be available
  44. vonCodec = 0; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+)
  45. skipLobby = 0; // Overridden by mission parameters
  46. vonCodecQuality = 3; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30
  47. persistent = 0; // If 1, missions still run on even after the last player disconnected.
  48. timeStampFormat = "long"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
  49. BattlEye = 0; // Server to use BattlEye system
  50.  
  51. // TIMEOUTS
  52. disconnectTimeout = 180; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds.
  53. maxDesync = 150; // Max desync value until server kick the user
  54. maxPing= 200; // Max ping value until server kick the user
  55. maxPacketLoss= 50; // Max packetloss value until server kick the user
  56. kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; //Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)
  57. lobbyIdleTimeout = 6000; // The amount of time the server will wait before force-starting a mission without a logged-in Admin.
  58.  
  59.  
  60. // SCRIPTING ISSUES
  61. onUserConnected = ""; //
  62. onUserDisconnected = ""; //
  63. doubleIdDetected = ""; //
  64.  
  65. // SIGNATURE VERIFICATION
  66. onUnsignedData = "kick (_this select 0)"; // unsigned data detected
  67. onHackedData = "kick (_this select 0)"; // tampering of the signature detected
  68. onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
  69.  
  70.  
  71. // MISSIONS CYCLE (see below)
  72. randomMissionOrder = False; // Randomly iterate through Missions list
  73. autoSelectMission = False; // Server auto selects next mission in cycle
  74.  
  75. class Missions {
  76. class Mission_Antistasi_WotP_2_4_1_Tanoa {
  77. template = "Antistasi-WotP-2-4-1.Tanoa";
  78. difficulty = "Custom";
  79. };
  80. class Mission_Training_VR {
  81. template = "Training.VR";
  82. difficulty = "Custom";
  83. };
  84. }; // An empty Missions class means there will be no mission rotation
  85.  
  86. missionWhitelist[] = {};
  87. // An empty whitelist means there is no restriction on what missions available
  88.  
  89. // HEADLESS CLIENT
  90. headlessClients[] = {
  91. "127.0.0.1"
  92. };
  93. localClient[] = {
  94. "127.0.0.1"
  95. };
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