Configuration File
Configuration
The config file serverDZ.cfg
sets all of the parameters that the server needs in order to know how to behave.
Here is a possible (working!) example:
text
/////////////////////
// Main parameters //
/////////////////////
hostname = "My DayZ Server"; // Server name
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
disableBanlist = false; // Disables the usage of ban.txt (default: false)
disablePrioritylist = false; // Disables usage of priority.txt (default: false
maxPlayers = 60; // Maximum amount of players
verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported)
forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1)
disableVoN = 0; // Enable/disable voice over network (value 0-1)
vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30)
disable3rdPerson=1; // Toggles the 3rd person view for players (value 0-1)
disableCrosshair=1; // Toggles the cross-hair (value 0-1)
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" .
serverTimeAcceleration=6; // 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.
serverNightTimeAcceleration=4; // 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.
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.
guaranteedUpdates=1; // Communication protocol used with game server (use only number 1)
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.
loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue
instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
class Missions
{
class DayZ
{
template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
// Vanilla mission: dayzOffline.chernarusplus
// DLC mission: dayzOffline.enoch
};
};
///////////////////////////
// Additional parameters //
///////////////////////////
enableCfgGameplayFile = 1 // 1 - Enable Game Settings / 0 - Disable Game Settings
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
motd[] = { "[motd]line1","[motd]line2" }; // Message of the day displayed in the in-game chat
motdInterval = 1; // Time interval (in seconds) between each message
timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 1; // Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active
logMemory = 1; // Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active
logPlayers = 1; // Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active
logFile = "server_console.log"; // Saves the server console log to a file in the folder with the other server logs
adminLogPlayerHitsOnly = 1; // 1 - log player hits only / 0 - log all hits ( animals/infected )
adminLogPlacement = 1; // 1 - log placement action ( traps, tents )
adminLogBuildActions = 0; // 1 - log basebuilding actions ( build, dismantle, destroy )
adminLogPlayerList = 1; // 1 - log periodic player list with position every 5 minutes
disableMultiAccountMitigation = false; // disables multi account mitigation on consoles when true (default: false)
enableDebugMonitor = 0; // shows info about the character using a debug window in a corner of the screen (value 0-1)
//steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser. Won't work when running the server locally.
//allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled
//simulatedPlayersBatch = 20; // Set limit of how much players can be simulated per frame (for server performance gain)
multithreadedReplication = 1; // enables multi-threaded 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)
speedhackDetection = 1; // enable speedhack detection, values 1-10 (1 strict, 10 benevolent, can be float)
networkRangeClose = 20; // network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20
networkRangeNear = 150; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
networkRangeFar = 1000; // network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000
networkRangeDistantEffect = 4000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
networkObjectBatchSend = 10; // number of objects within a player's network bubble that are sent to be created within a server frame
networkObjectBatchCompute = 1000; // number of objects within a player's network bubble that are processed to check if it already exists for the player within a server frame
defaultVisibility=1375; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)
defaultObjectViewDistance=1375; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)
lightingConfig = 1; // 0 for brighter night, 1 for darker night
disablePersonalLight = 1; // disables personal light for all clients connected to server
disableBaseDamage = 0; // set to 1 to disable damage/destruction of fence and watchtower
disableContainerDamage = 0; // set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest
disableRespawnDialog = 0; // set to 1 to disable the respawn dialog (new characters will be spawning as random)
pingWarning = 200; // set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds)
pingCritical = 250; // set to define the ping value from which the red ping warning is triggered (value in milliseconds)
MaxPing = 300; // set to define the ping value from which a player is kicked from the server (value in milliseconds)
serverFpsWarning = 15; // set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11)
/////////////////////
// Main parameters //
/////////////////////
hostname = "My DayZ Server"; // Server name
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
disableBanlist = false; // Disables the usage of ban.txt (default: false)
disablePrioritylist = false; // Disables usage of priority.txt (default: false
maxPlayers = 60; // Maximum amount of players
verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported)
forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1)
disableVoN = 0; // Enable/disable voice over network (value 0-1)
vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30)
disable3rdPerson=1; // Toggles the 3rd person view for players (value 0-1)
disableCrosshair=1; // Toggles the cross-hair (value 0-1)
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" .
serverTimeAcceleration=6; // 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.
serverNightTimeAcceleration=4; // 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.
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.
guaranteedUpdates=1; // Communication protocol used with game server (use only number 1)
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.
loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue
instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
class Missions
{
class DayZ
{
template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
// Vanilla mission: dayzOffline.chernarusplus
// DLC mission: dayzOffline.enoch
};
};
///////////////////////////
// Additional parameters //
///////////////////////////
enableCfgGameplayFile = 1 // 1 - Enable Game Settings / 0 - Disable Game Settings
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
motd[] = { "[motd]line1","[motd]line2" }; // Message of the day displayed in the in-game chat
motdInterval = 1; // Time interval (in seconds) between each message
timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 1; // Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active
logMemory = 1; // Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active
logPlayers = 1; // Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active
logFile = "server_console.log"; // Saves the server console log to a file in the folder with the other server logs
adminLogPlayerHitsOnly = 1; // 1 - log player hits only / 0 - log all hits ( animals/infected )
adminLogPlacement = 1; // 1 - log placement action ( traps, tents )
adminLogBuildActions = 0; // 1 - log basebuilding actions ( build, dismantle, destroy )
adminLogPlayerList = 1; // 1 - log periodic player list with position every 5 minutes
disableMultiAccountMitigation = false; // disables multi account mitigation on consoles when true (default: false)
enableDebugMonitor = 0; // shows info about the character using a debug window in a corner of the screen (value 0-1)
//steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser. Won't work when running the server locally.
//allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled
//simulatedPlayersBatch = 20; // Set limit of how much players can be simulated per frame (for server performance gain)
multithreadedReplication = 1; // enables multi-threaded 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)
speedhackDetection = 1; // enable speedhack detection, values 1-10 (1 strict, 10 benevolent, can be float)
networkRangeClose = 20; // network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20
networkRangeNear = 150; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
networkRangeFar = 1000; // network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000
networkRangeDistantEffect = 4000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
networkObjectBatchSend = 10; // number of objects within a player's network bubble that are sent to be created within a server frame
networkObjectBatchCompute = 1000; // number of objects within a player's network bubble that are processed to check if it already exists for the player within a server frame
defaultVisibility=1375; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)
defaultObjectViewDistance=1375; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)
lightingConfig = 1; // 0 for brighter night, 1 for darker night
disablePersonalLight = 1; // disables personal light for all clients connected to server
disableBaseDamage = 0; // set to 1 to disable damage/destruction of fence and watchtower
disableContainerDamage = 0; // set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest
disableRespawnDialog = 0; // set to 1 to disable the respawn dialog (new characters will be spawning as random)
pingWarning = 200; // set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds)
pingCritical = 250; // set to define the ping value from which the red ping warning is triggered (value in milliseconds)
MaxPing = 300; // set to define the ping value from which a player is kicked from the server (value in milliseconds)
serverFpsWarning = 15; // set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11)
Let's see what these settings do.
hostname
- Type:
Text
- Description: The server name
password
- Type:
Text
- Description: Password to connect to the server
passwordAdmin
- Type:
Text
- Description: Password to become a server admin
enableWhitelist
- Type:
Numeric
- Value:
0-1
- Description: Enable/disable whitelist
disableBanlist
- Type:
Boolean
- Value:
true/false
- Default:
false
- Description: Disables the usage of
ban.txt
disablePrioritylist
- Type:
Boolean
- Value:
true/false
- Default:
false
- Description: Disables usage of priority.txt
maxPlayers
- Type:
Numeric
- Description: Maximum number of players
verifySignatures
- Type:
Numeric
- Value:
2
- Description: Verifies .pbos against .bisign files. Only 2 is supported
forceSameBuild
- Type:
Numeric
- Value:
0-1
- Description: When enabled, the server will allow the connection only to clients with same the .exe revision as the server
disableVoN
- Type:
Numeric
- Value:
0-1
- Description: Enable/disable voice over network
vonCodecQuality
- Type:
Numeric
- Value:
0-30
- Description: Voice over network codec quality, the higher the better
disable3rdPerson
- Type:
Numeric
- Value:
0-1
- Description: Toggles the 3rd person view for players
disableCrosshair
- Type:
Numeric
- Value:
0-1
- Description: Toggles the cross-hair
disablePersonalLight
- Type:
Numeric
- Value:
0-1
- Description: Disables personal light for all clients connected to server
lightingConfig
- Type:
Numeric
- Value:
0-1
- Description: 0 for brighter night setup, 1 for darker night setup
serverTime
- Type:
Text
- Description: 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, e.g."2015/4/8/17/23"
.
serverTimeAcceleration
- Type:
Numeric
- Value:
0-24
- Description: Accelerated Time. This is a time multiplier for in-game time. If it was set to 24, the time would move 24 times faster than normal, so an entire day would pass in one hour.
serverNightTimeAcceleration
- Type:
Numeric
- Value=
0.1-64
- Description: 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 andserverTimeAcceleration
is set to 2, night time would move 8 times faster than normal. An entire night would pass in 3 hours.
serverTimePersistent
- Type:
Numeric
- Value:
0-1
; - Description: Persistent Time. The actual server time is saved to storage, so when active, the next server start will use the saved time value.
guaranteedUpdates
- Type:
Numeric
- Value:
1
- Description: Communication protocol used with game server (use only number 1)
loginQueueConcurrentPlayers
- Type:
Numeric
- Description: 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.
loginQueueMaxPlayers
- Type:
Numeric
- Description: The maximum number of players that can wait in login queue
instanceId
- Type:
Numeric
- Description: DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
storageAutoFix
- Type:
Numeric
- Value:
0-1
- Description: Checks if the persistence files are corrupted and replaces corrupted ones with empty ones
enableCfgGameplayFile
- Type:
Numeric
- Value:
0-1
- Default:
0
- Description: 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
respawnTime
- Type:
Numeric
- Description: 1 - Enable Game Settings / 0 - Disable Game Settings. See Gameplay Settings
motd[]
- Type:
Text Array
- Description: Message of the day displayed in the in-game chat
motdInterval
- Type:
Numeric
- Description: Time interval (in seconds) between each message
timeStampFormat
- Type:
Text
- Value:
Full/Short
- Description: Format for timestamps in the .rpt file (value Full/Short)
logAverageFps
- Type:
Numeric
- Value:
0-1
- Description: Logs the average server FPS (value in seconds), needs to have
-doLogs
launch parameter active
logMemory
- Type:
Numeric
- Value:
0-1
- Description: Logs the server memory usage (value in seconds), needs to have the
-doLogs
launch parameter active
logPlayers
- Type:
Numeric
- Value:
0-1
- Description: Logs the count of currently connected players (value in seconds), needs to have the
-doLogs
launch parameter active
logFile
- Type:
Text
- Description: Saves the server console log to a file in the folder with the other server logs
adminLogPlayerHitsOnly
- Type:
Numeric
- Value:
0-1
- Description: 1 - log player hits only; 0 - log all hits (animals/infected)
adminLogPlacement
- Type:
Numeric
- Value:
0-1
- Description: 1 - log placement action (traps, tents)
adminLogBuildActions
- Type:
Numeric
- Value:
0-1
- Description: 1 - log basebuilding actions (build, dismantle, destroy)
adminLogPlayerList
- Type:
Numeric
- Value:
0-1
- Description: 1 - log periodic player list with position every 5 minutes
disableMultiAccountMitigation
- Type:
Boolean
- Value:
true/false
- Default:
false
- Description: disables multi account mitigation on consoles when true
enableDebugMonitor
- Type:
Numeric
- Value:
0-1
- Description: shows info about the character using a debug window in a corner of the screen
steamQueryPort
- Type:
Numeric
- Description: defines Steam query port, should fix the issue with server not being visible in client server browser. Won't work when running the server locally.
allowFilePatching
- Type:
Numeric
- Value:
0-1
- Description: if set to 1 it will enable connection of clients with
-filePatching
launch parameter enabled
simulatedPlayersBatch
- Type:
Numeric
- Description: Set limit of how much players can be simulated per frame (for server performance gain)
multithreadedReplication
- Type:
Numeric
- Value:
0-1
- Description: enables multi-threaded processing of server's replication system. The number of worker threads is derived by the settings of jobsystem in
dayzSettings.xml
, by themaxcores
andreservedcores
parameters
speedhackDetection
- Type:
Numeric
- Value:
1-10
, can be float - Description: enable speedhack detection;
1
is strict,10
is benevolent
networkRangeClose
- Type:
Numeric
- Default:
20
- Description: network bubble distance for spawn of close objects with items in them (e.g. backpacks), set in meters.
networkRangeNear
- Type:
Numeric
- Default:
150
- Description: network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters.
networkRangeFar
- Type:
Numeric
- Default:
1000
- Description: network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters.
networkRangeDistantEffect
- Type:
Numeric
- Default:
4000
- Description: network bubble distance for spawn of effects (currently only sound effects), set in meters.
networkObjectBatchSend
- Type:
Numeric
- Description: number of objects within a player's network bubble that are sent to be created within a server frame
networkObjectBatchCompute
- Type:
Numeric
- Description: number of objects within a player's network bubble that are processed to check if it already exists for the player within a server frame
defaultVisibility
- Type:
Numeric
- Description: highest terrain render distance on server (if higher than
viewDistance=
in DayZ client profile, clientside parameter applies)
defaultObjectViewDistance
- Type:
Numeric
- Description: highest object render distance on server (if higher than
preferredObjectViewDistance=
in DayZ client profile, clientside parameter applies)
disableBaseDamage
- Type:
Numeric
- Value:
0-1
- Description: set to 1 to disable damage/destruction of fence and watchtower
disableContainerDamage
- Type:
Numeric
- Value:
0-1
- Description: set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest
disableRespawnDialog
- Type:
Numeric
- Value:
0-1
- Description: set to 1 to disable the respawn dialog (new characters will be spawning as random)
pingWarning
- Type:
Numeric
- Description: set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds)
pingCritical
- Type:
Numeric
- Description: set to define the ping value from which the red ping warning is triggered (value in milliseconds)
MaxPing
- Type:
Numeric
- Description: set to define the ping value from which a player is kicked from the server (value in milliseconds)
serverFpsWarning
- Type:
Numeric
- Description: set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11)