Bring in all the settings from the documentation. The last two are not from there, though.

This commit is contained in:
Daniel Ceregatti 2022-07-10 11:24:46 -07:00
parent e3daab9d25
commit 13f3cda4cb

View file

@ -1,8 +1,5 @@
hostname = "Dayz on Linux for Linux"; // Server name
//motd[] = {"line1","line2"}; // Message of the day displayed in the in-game chat
//motdInterval = 1; // Time interval (in seconds) between each message
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
@ -13,13 +10,17 @@ verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is
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 = 30; // Voice over network codec quality, the higher the better (values 0-30)
vonCodecQuality = 30; // 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.
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)
@ -28,19 +29,18 @@ loginQueueConcurrentPlayers=5; // The number of players concurrently processed
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
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
storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
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
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
motd[] = {"DayZ on Linux for Linux","Some day we'll have a release server..."}; // Message of the day displayed in the in-game chat
motdInterval = 300; // Time interval (in seconds) between each message
maxPing= 200; // Max ping value until server kick the user (value in milliseconds)
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 = 30; // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active
logMemory = 60; // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active
logPlayers = 60; // 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
timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 60; // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active
logMemory = 60; // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active
logPlayers = 60; // 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 )
@ -58,19 +58,25 @@ simulatedPlayersBatch = 20; // Set limit of how much players can be simulated p
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)
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
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
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
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
class Missions
{