ItchyKOS

serverDZ.cfg

Aug 10th, 2019
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  1. hostname = "Server Name Here"; // Server name
  2. password = ""; // Password to connect to the server
  3. passwordAdmin = ""; // Password to become a server admin
  4.  
  5. maxPlayers = 60 // Maximum amount of players
  6.  
  7. verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported)
  8. forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1)
  9.  
  10. disableVoN = 0; // Enable/disable voice over network (value 0-1)
  11. vonCodecQuality = 7; // Voice over network codec quality, the higher the better (values 0-30)
  12.  
  13. disable3rdPerson=0; // Toggles the 3rd person view for players (value 0-1)
  14. disableCrosshair=0; // Toggles the cross-hair (value 0-1)
  15.  
  16. serverTime="2020/04/20/12/20"; // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" .
  17. serverTimeAcceleration=12; // Accelerated Time (value 0-24)// This is a time multiplier for in-game time. In this case, the time would move 24 times faster than normal, so an entire day would pass in one hour.
  18. serverNightTimeAcceleration=3; // Accelerated Nigh Time - The numerical value being a multiplier (0.1-64) and also multiplied by serverTimeAcceleration value. Thus, in case it is set to 4 and serverTimeAcceleration is set to 2, night time would move 8 times faster than normal. An entire night would pass in 3 hours.
  19. serverTimePersistent=1; // Persistent Time (value 0-1)// The actual server time is saved to storage, so when active, the next server start will use the saved time value.
  20.  
  21. guaranteedUpdates=1; // Communication protocol used with game server (use only number 1)
  22.  
  23. loginQueueConcurrentPlayers=5; // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time.
  24. loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue
  25.  
  26. instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
  27.  
  28. storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
  29. storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
  30.  
  31. class Missions
  32. {
  33. class DayZ
  34. {
  35. template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
  36. };
  37. };
  38.  
  39. respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead
  40.  
  41. motd[] = {"line1","line2"}; // Message of the day displayed in the in-game chat
  42. motdInterval = 1; // Time interval (in seconds) between each message
  43.  
  44. maxPing= 225; // Max ping value until server kick the user (value in milliseconds)
  45.  
  46. timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short)
  47. logAverageFps = 1; // Logs the average server FPS (value in seconds), needs to have ''-dologs'' launch parameter active
  48. logMemory = 1; // Logs the server memory usage (value in seconds), needs to have the ''-dologs'' launch parameter active
  49. logPlayers = 1; // Logs the count of currently connected players (value in seconds), needs to have the ''-dologs'' launch parameter active
  50. logFile = "server_console.log";// Saves the server console log to a file in the folder with the other server logs
  51.  
  52. enableDebugMonitor = 1; //shows info about the character using a debug window in a corner of the screen (value 0-1)
  53.  
  54. steamQueryPort = 2302; // defines Steam query port, should fix the issue with server not being visible in client server browser
  55.  
  56. allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filepatching" launch parameter enabled
  57.  
  58. simulatedPlayersBatch = 20; // Set limit of how much players can be simulated per frame (for server performance gain)
  59.  
  60. multithreadedReplication = 1; // enables multithreaded processing of server's replication system - number of worker threads is derived by settings of jobsystem in dayzsettings.xml by "maxcores" and "reservedcores" parameters (value 0-1)
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