server.cfg

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Contents

Introduction

This article deals with the server.cfg, the name means nothing, and can be called anything. The real name is determined by the -config command line option when launching the dedicated server. This is a configuration file which you can use to configure various game server settings such as the difficulty level, how many votes are needed, and welcome messages. Please feel free to add more information.

Server Options

Parameter Description
passwordAdmin = "xyzxyz"; Password to protect admin access
password = "xyz"; Password required to connect to server
hostname="OFP Server # 1"; Server Hostname, the one visible in the game browser
maxPlayers = 10; The maximum number of players that can connect to server ( seems to be out by 1 in the demo at least )
motd[]= {"Welcome to OFP server.","Hosted by Flashpoint Webworlds.",}; Welcome message, two lines "," means 'new line'


Server Behavior Description
voteThreshold=0.33; When one third agrees, this is enough to confirm a vote
voteMissionPlayers=3; Start voting for missions when 3 players connect
reportingIP="<>"; Private server - no reporting ("armedass.master.gamespy.com" to report to the master server)
checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"}; List of files to check for integrity.
kickduplicate=1; Do not allow duplicate game ids
equalModRequired=1; Require equal mod as the server


ArmA Only Parameters Description
verifySignatures=1; Enables or disables the signature verification for addons. Default = 0
disableVoN=1; Enables or disables the Voice over Net. Default = 0
vonCodecQuality=10; Sets VoN codec quality. Can be from 1 to 10. Default = 3
persistent=1; Enables or disables the persistent battlefield. Default 0.
logFile = "server_console.log"; Enables output of dedicated server console into textfile. Default location of log is same as crash dumps and other logs. (Local settings) Note that this does not change the location of the "net.log" file, which you enable with the -netlog command line option.
doubleIdDetected = "command";see Server Side Scripting
onUserConnected = "command";
onUserDisconnected = "command";
onHackedData = "command";
onDifferentData = "command";
onUnsignedData = "command";
regularCheck = "command";
BattlEye=1; Enables or disables the BattlEye anti-cheat engine. Default 0. - since 1.09 beta. Note that this requires specific dlls to be installed on the server and all clients joining the game
timeStampFormat="short"; Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".

Enabling the persistence option will make missions that have either base or instant respawn keep on running after all players have disconnected. The other respawn types will not make a mission persistent. The kind of respawn a certain mission uses is set in its Description.ext.

Example Configuration File

//
// server.cfg
//
// comments are written with "//" in front of them.



// GLOBAL SETTINGS
hostname="Fun and Test Server";	// The name of the server that shall be displayed in the public server list
password="";						// Password for joining, eg connecting to the server
passwordAdmin="xyz";					// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
reportingIP="armedass.master.gamespy.com";		// This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers
logFile="server_console.log";			// Tells ArmA-server where the logfile should go and what it should be called



// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[]={
	"", "", "", 
	"Welcome to the Testing",
	"Server Settings: Veteran, Crosshair=off, 3rdPerson=off, MapInfo=off, VoN=off, CustomFiles=200KByte, Voting=33%, PersistentMaps=on",
	"We are looking for fun - Join us Now !",
	"http://www.mypage.org/",
	"",
	"You should use mumble, its better than",
	"TS2 Server for recruits: mypage.org:8767"
};
motdInterval=5;						// Time interval (in seconds) between each message



// JOINING RULES
checkfiles[]={						// Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server
	"HWTL\dta\data3d.pbo",
	"dta\data3d.pbo"
};
maxPlayers=30;						// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate=1;					// Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures=0;					// Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
equalModRequired=0;					// If set to 1, player has to use exactly the same -mod= startup parameter as the server.



// VOTING
voteMissionPlayers=1;  					// Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold=0.33;					// 33% or more players need to vote for something, for example an admin or a new map, to become effective



// INGAME SETTINGS
disableVoN=1;						// If set to 1, Voice over Net will not be available
vonCodecQuality=0;					// Quality from 1 to 10
persistent=1;						// If 1, missions still run on even after the last player disconnected.



// SCRIPTING ISSUES
onUserConnected="";					// self-explaining
onUserDisconnected="";
doubleIdDetected="";
regularCheck="";

// some ArmA specific stuff - signature verification
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData=""; // data with a valid signature, but different version than the one present on server detected
BattlEye=1; //Server to use BattlEye system

// MISSIONS CYCLE (see below)
class Missions {
};



ArmA Demo Configuration

When running the ArmA: Demo in server mode, there are 3 multi player missions included. The following example is for the missions included with the demo only.

class Missions
{
    class MPCTF_01    // name for the mission, can be anything
    {
        template = M02CaptureTheFlag.SaraLite;
        cadetMode = 1;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)
    };
    class MPCOOP_01   // name for the mission, can be anything
    {
        template = M01Cooperative.SaraLite;
        cadetMode = 1;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)
    };
    class MPCTI_01   // name for the mission, can be anything
    {
        template = M03ConquerTheIsland.SaraLite;
        cadetMode = 1;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)
    };
};

See Also

Server Configuration


Armed Assault:Dedicated Server

Operation Flashpoint:Dedicated Server

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