From df4c17c554f3037be3d82f038b4110ee9c0543ab Mon Sep 17 00:00:00 2001 From: Daniel Ceregatti Date: Sat, 15 Oct 2022 17:00:35 -0700 Subject: [PATCH] Update docs. --- README.md | 19 +++++++++++++++---- 1 file changed, 15 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index bab4db8..fc7c2b7 100644 --- a/README.md +++ b/README.md @@ -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