From 13f3cda4cb63cd669ad8c285ba64d73607566642 Mon Sep 17 00:00:00 2001 From: Daniel Ceregatti Date: Sun, 10 Jul 2022 11:24:46 -0700 Subject: [PATCH] Bring in all the settings from the documentation. The last two are not from there, though. --- files/serverDZ.cfg | 52 ++++++++++++++++++++++++++-------------------- 1 file changed, 29 insertions(+), 23 deletions(-) diff --git a/files/serverDZ.cfg b/files/serverDZ.cfg index 9339488..7e9f221 100644 --- a/files/serverDZ.cfg +++ b/files/serverDZ.cfg @@ -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 {