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Remove the default.cfg file as that's just been incorporated into the dayzserver script. Set some saner defaults in serverDZ.cfg. Remove the faking of the install. Integrate steamcmd from Debian. Updated docs.
80 lines
5.9 KiB
INI
80 lines
5.9 KiB
INI
hostname = "Server Name"; // Server name
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password = ""; // Password to connect to the server
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passwordAdmin = ""; // Password to become a server admin
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maxPlayers = 60; // Maximum amount of players
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verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported)
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forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1)
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disableVoN = 0; // Enable/disable voice over network (value 0-1)
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vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30)
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disable3rdPerson=0; // Toggles the 3rd person view for players (value 0-1)
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disableCrosshair=0; // Toggles the cross-hair (value 0-1)
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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" .
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serverTimeAcceleration=12; // 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.
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serverTimePersistent=0; // 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.
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guaranteedUpdates=1; // Communication protocol used with game server (use only number 1)
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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.
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loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue
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instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
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lootHistory = 1; // How many persistence history files should be kept by instance, number is looped over during save
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storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
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storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
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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
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motd[] = {"line1","line2"}; // Message of the day displayed in the in-game chat
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motdInterval = 1; // Time interval (in seconds) between each message
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maxPing= 200; // Max ping value until server kick the user (value in milliseconds)
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timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short)
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logAverageFps = 30; // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active
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logMemory = 30; // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active
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logPlayers = 30; // Logs the count of currently connected players (value in seconds), needs to have the -dologs launch parameter active
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logFile = "server_console.log";// Saves the server console log to a file in the folder with the other server logs
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adminLogPlayerHitsOnly = 0; // 1 - log player hits only / 0 - log all hits ( animals/infected )
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adminLogPlacement = 0; // 1 - log placement action ( traps, tents )
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adminLogBuildActions = 0; // 1 - log basebuilding actions ( build, dismantle, destroy )
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adminLogPlayerList = 0; // 1 - log periodic player list with position every 5 minutes
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enableDebugMonitor = 0; // shows info about the character using a debug window in a corner of the screen (value 0-1)
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steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser
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allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled
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simulatedPlayersBatch = 20; // Set limit of how much players can be simulated per frame (for server performance gain)
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multithreadedReplication = 1; // enables multi-threaded processing of server's replication system
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// number of worker threads is derived by settings of jobsystem in dayzSettings.xml by "maxcores" and "reservedcores" parameters (value 0-1)
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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
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networkRangeNear = 150; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
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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
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networkRangeDistantEffect = 4000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
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defaultVisibility=1375; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)
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defaultObjectViewDistance=1375; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)
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lightingConfig = 0; // 0 for brighter night, 1 for darker night
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disablePersonalLight = 1; // disables personal light for all clients connected to server
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disableBaseDamage = 0; // set to 1 to disable damage/destruction of fence and watchtower
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disableContainerDamage = 0; // set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest
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class Missions
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{
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class DayZ
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{
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template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
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};
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};
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