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serverDZ.cfg
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serverDZ.cfg
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hostname = "Name server here";
password = "";
passwordAdmin = "";
enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
maxPlayers = 40; // Maximum amount of players
verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported)
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 = 20; // 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)
disablePersonalLight = 1; // Disables personal light for all clients connected to server
lightingConfig = 0; // 0 for brighter night setup, 1 for darker night setup
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 = 1; // 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 = 3; // 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)
simulatedPlayersBatch = 15; // Set limit of how much players can be simulated per frame (for server performance gain)
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 = 125; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
networkRangeFar = 900; // 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 = 2000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
networkObjectBatchLogSlow = 5; //Maximum time a bubble can take to iterate in seconds before it is logged to the console
networkObjectBatchEnforceBandwidthLimits = 1; //Enables a limiter for object creation based on bandwidth statistics
networkObjectBatchUseEstimatedBandwidth = 0; //Switch between the method behind finding the bandwidth usage of a connection. If set to 0, it will use the total of the actual data sent since the last server frame, and if set to 1, it will use a crude estimation
networkObjectBatchUseDynamicMaximumBandwidth = 1; //Determines if the bandwidth limit should be a factor of the maximum bandwidth that can be sent or a hard limit. The maximum bandwidth that can be sent fluctuates depending on demand in the system.
networkObjectBatchBandwidthLimit = 1.2; //The actual limit, could be a [0,1] value or a [1,inf] value depending on networkObjectBatchUseDynamicMaximumBandwidth. See above
networkObjectBatchCompute = 60; //Number of objects in the create/destroy lists that are checked in a single server frame
networkObjectBatchSendCreate = 15; //Maximum number of objects that can be sent for creation
networkObjectBatchSendDelete = 15; //Maximum number of objects that can be sent for deletion
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.
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
storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
enableCfgGameplayFile = 1;
// STEAM PORTS
steamport = 2302;
steamqueryport = 27017;
class Missions
{
class DayZ
{
template="empty.banov";
};
};