hostname = "Something other than Server Name";   // Server name

password = "";              // Password to connect to the server
passwordAdmin = "";         // Password to become a server admin

maxPlayers = 60;            // Maximum amount of players

verifySignatures = 2;       // Verifies .pbos against .bisign files. (only 2 is supported)

forceSameBuild = 0;         // 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 = 30;       // Voice over network codec quality, the higher the better (values 0-30)

disable3rdPerson=0;         // 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=3;        // 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)
motd[] = {"This line never shows up...", "DayZ on Linux for Linux"}; // Message of the day displayed in the in-game chat

respawnTime = 0;              // 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
motdInterval = 300;           // Time interval (in seconds) between each message
maxPing= 200;                 // Max ping value until server kick the user (value in milliseconds)

timeStampFormat = "Short";      // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 3600;             // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active
logMemory = 3600;                 // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active
logPlayers = 3600;                // 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 = 0;		// 1 - log player hits only / 0 - log all hits ( animals/infected )
adminLogPlacement = 0;			// 1 - log placement action ( traps, tents )
adminLogBuildActions = 0;		// 1 - log basebuilding actions ( build, dismantle, destroy )
adminLogPlayerList = 0;			// 1 - log periodic player list with position every 5 minutes

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

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

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)

lootHistory = 1;                 // How many persistence history files should be kept by instance, number is looped over during save
storeHouseStateDisabled = false; // Disable houses/doors persistence (value true/false), usable in case of problems with persistence

enableCfgGameplayFile = 1;

// Mission to load on server startup. <MissionName>.<TerrainName>
class Missions
{
    class DayZ
    {
        template="dayzOffline.chernarusplus"; // Chernarus
//        template="dayzOffline.enoch"; // Livonia
//        template="empty.banov"; // Banov
//        template="empty.deerisle"; // Deer Isle
//        template="serverMission.Pripyat"; // Pripyat
    };
};
