45 lines
3.1 KiB
INI
Executable File
45 lines
3.1 KiB
INI
Executable File
hostname = "Your Example Server Name Here"; // Server name
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password = ""; // Password to connect to the server
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passwordAdmin = ""; // Password to become a server admin
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enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
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maxPlayers = 60; // Maximum amount of players
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verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported)
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forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1)
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disableVoN = 0; // Enable/disable voice over network (value 0-1)
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vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30)
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disable3rdPerson=0; // Toggles the 3rd person view for players (value 0-1)
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disableCrosshair=0; // Toggles the cross-hair (value 0-1)
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disablePersonalLight = 1; // Disables personal light for all clients connected to server
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lightingConfig = 0; // 0 for brighter night setup, 1 for darker night setup
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serverTime="SystemTime"; // 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" .
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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.
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serverNightTimeAcceleration=1; // 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.
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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.
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guaranteedUpdates=1; // Communication protocol used with game server (use only number 1)
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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.
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loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue
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instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
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storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
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storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
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class Missions
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{
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class DayZ
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{
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template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
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// Vanilla mission: dayzOffline.chernarusplus
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// DLC mission: dayzOffline.enoch
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};
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}; |