Update docs.

This commit is contained in:
Daniel Ceregatti 2022-10-15 17:00:35 -07:00
parent 3f5f3ac01f
commit df4c17c554

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@ -119,12 +119,21 @@ Don't forget to [bring it back up](#run).
docker compose exec main dayzserver stop
```
### Workshop - Add / List / Remove / Update mods
Interactive interface for adding, listing, removing, and updating mods.
The server doesn't always exit when stopping it (SIGINT). When this happens, it's necessary to force stop it (SIGKILL):
```
docker compose exec main dayzserver activate id [id2...] | add id1 [id2...] | deactivate io1 [id2...] list | remove id [id2...] | update
docker compose exec main dayzserver force
```
When the server does not exit cleanly, i.e. exit code 0, the container also stops. Otherwise, the server will be started again.
### Workshop - Add / List / Remove / Update mods
Interactive interface for managing mods.
```
docker compose exec main dayzserver activate id | add id1 | deactivate id | list | modupdate | remove id
docker compose exec main dayzserver a id | add id1 | d id | l | m | r id
```
Look for mods in the [DayZ Workshop](https://steamcommunity.com/app/221100/workshop/). Browse to one. In its URL will be
@ -141,6 +150,8 @@ Optionally, to avoid re-downloading large mods, the `activate` and `deactivate`
simply disable the mod but keep its files. Keep in mind that mod updates will also update deactivated
mods.
The above is a bad example, as SimpleAutorun depends on Community Framework, which must also be installed, as well as made to load first.
### Looking under the hood
All the server files persist in a docker volume that represents the container's unprivileged user's home directory. Open a bash shell in