Basic Server Config File – Arma 2

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In this configuration file you should configure your server's connectivity, mainly for performance tuning.
In this configuration file you should configure your server's connectivity, mainly for performance tuning.


==Server Options==
==Performance Tuning Options==


<table border="1" cellpadding="2" cellspacing="2">
There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)
    <tr>
      <td>'''Parameter'''</td>
  <td>'''Description'''</td>
    </tr>
    <tr>
      <td>passwordAdmin = "xyzxyz";</td>
  <td>Password to protect admin access</td>
    </tr>
    <tr>
      <td>password = "xyz";</td>
  <td>Password required to connect to server</td>
    </tr>
    <tr>
      <td>hostname="OFP Server # 1";</td>
  <td>Server Hostname, the one visible in the game browser</td>
    </tr>
    <tr>
      <td>maxPlayers = 10;</td>
  <td>The maximum number of players that can connect to server ( seems to be out by 1 in the demo at least )</td>
    </tr>
    <tr>
      <td>motd[]= {"Welcome to OFP server.","Hosted by Flashpoint Webworlds.",};</td>
  <td>Welcome message, two lines "," means 'new line'</td>
    </tr>
</table>


'''MaxMsgSend=<limit>;'''
    Maximum number of messages that can be sent in one simulation cycle.
    Increasing this value can decrease lag on high upload bandwidth servers.
    ''Default: 128''
'''MaxSizeGuaranteed=<limit>;'''
    Maximum size of guaranteed packet in bytes (without headers). Small messages
    are packed to larger frames. Guaranteed messages are used for non-repetitive
    events like shooting.
    ''Default: 512''
'''MaxSizeNonguaranteed=<limit>;'''
    Maximum size of non-guaranteed packet in bytes (without headers).
    Non-guaranteed messages are used  for repetitive updates like soldier or
    vehicle position. Increasing this value may improve bandwidth requirement,
    but it may increase lag.
    ''Default: 256''
'''MinBandwidth=<bottom_limit>;'''
    Bandwidth the server is guaranteed to have (in bps). This value helps server
    to estimate bandwidth available. Increasing it to too optimistic values can
    increase lag and CPU load, as too many messages will be sent but discarded.
    ''Default: 131072''
'''MaxBandwidth=<top_limit>;'''
    Bandwidth the server is guaranteed to never have. This value helps the server
    to estimate bandwidth available.
'''MinErrorToSend=<limit>;'''
    Minimal error to send updates across network. Using a smaller value can make
    units  observed by binoculars or sniper rifle to move smoother.
    ''Default: 0.01''
'''MaxCustomFileSize=<size_in_bits>;'''
    Users with custom face or custom sound larger than this size are kicked when
    trying to connect.


'''Note'''
The greatest level of optimization can be achieved by setting the MaxMsgSend
and MinBandwidth parameters. For a server with 1024 kbps we recommend the
following values:
    MaxMsgSend = 256;
    MinBandwidth = 768000;


<table border="1" cellpadding="2" cellspacing="2">
While connected to the dedicated server, you can use the [[Multiplayer Server Commands|admin command]] <code>#monitor</code> to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 15 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.
      <tr>
      <td>'''Server Behavior'''</td>
  <td>'''Description'''</td>
    </tr>
    <tr>
      <td>voteThreshold=0.33;</td>
  <td>When one third agrees, this is enough to confirm a vote</td>
    </tr>
    <tr>
      <td>voteMissionPlayers=3;</td>
  <td>Start voting for missions when 3 players connect</td>
    </tr>
    <tr>
      <td>reportingIP="<>";</td>
  <td>Private server - no reporting ("armedass.master.gamespy.com" to report to the master server)</td>
    </tr>
    <tr>
      <td>checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"}; </td>
  <td>List of files to check for integrity.</td>
    </tr>
    <tr>
      <td>kickduplicate=1; </td>
  <td>Do not allow duplicate game ids </td>
    </tr>
    <tr>
      <td>equalModRequired=1;</td>
  <td>Require equal mod as the server</td>
    </tr>
</table>
 
 
 
<table border="1" cellpadding="2" cellspacing="2">
    <tr>
      <td>'''ArmA Only Parameters'''</td>
  <td>'''Description'''</td>
    </tr>
    <tr>
      <td>verifySignatures=1;</td>
  <td>Enables or disables the [[ArmA: Addon Signatures|signature verification]] for addons. Default = 0</td>
    </tr>
    <tr>
      <td>disableVoN=1;</td>
  <td>Enables or disables the Voice over Net. Default = 0</td>
    </tr>
    <tr>
      <td>vonCodecQuality=10;</td>
  <td>Sets VoN codec quality. Can be from 1 to 10. Default = 3</td>
    </tr>
 
    <tr>
      <td>persistent=1;</td>
  <td>Enables or disables the persistent battlefield. Default 0.</td>
    </tr>
    <tr>
      <td>logFile = "server_console.log";</td>
  <td>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.</td>
    </tr>
 
    <tr> <td>doubleIdDetected = "command";</td><td>see [[ArmA: Server Side Scripting|Server Side Scripting]]</td></tr>
    <tr> <td>onUserConnected = "command";</td></tr>
    <tr> <td>onUserDisconnected = "command";</td></tr>
    <tr> <td>onHackedData = "command";</td></tr>
    <tr> <td>onDifferentData = "command";</td></tr>
    <tr> <td>onDifferentData = "command";</td></tr>
    <tr> <td>onUnsignedData = "command";</td></tr>
    <tr> <td>regularCheck = "command";</td></tr>
 
 
</table>
Enabling the persistency 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]].

Revision as of 19:22, 9 December 2007

Introduction

This article deals with the basic.cfg, the name means nothing, and can be called anything. The real name is determined by the -cfg command line option when launching the dedicated server.

In this configuration file you should configure your server's connectivity, mainly for performance tuning.

Performance Tuning Options

There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)

MaxMsgSend=<limit>; 
   Maximum number of messages that can be sent in one simulation cycle.
   Increasing this value can decrease lag on high upload bandwidth servers.
   Default: 128

MaxSizeGuaranteed=<limit>; 
   Maximum size of guaranteed packet in bytes (without headers). Small messages
   are packed to larger frames. Guaranteed messages are used for non-repetitive
   events like shooting.
   Default: 512

MaxSizeNonguaranteed=<limit>; 
   Maximum size of non-guaranteed packet in bytes (without headers).
   Non-guaranteed messages are used  for repetitive updates like soldier or
   vehicle position. Increasing this value may improve bandwidth requirement, 
   but it may increase lag.
   Default: 256

MinBandwidth=<bottom_limit>;
   Bandwidth the server is guaranteed to have (in bps). This value helps server
   to estimate bandwidth available. Increasing it to too optimistic values can
   increase lag and CPU load, as too many messages will be sent but discarded.
   Default: 131072

MaxBandwidth=<top_limit>;
   Bandwidth the server is guaranteed to never have. This value helps the server
   to estimate bandwidth available.

MinErrorToSend=<limit>;
   Minimal error to send updates across network. Using a smaller value can make
   units  observed by binoculars or sniper rifle to move smoother.
   Default: 0.01

MaxCustomFileSize=<size_in_bits>;
   Users with custom face or custom sound larger than this size are kicked when
   trying to connect.
Note
The greatest level of optimization can be achieved by setting the MaxMsgSend
and MinBandwidth parameters. For a server with 1024 kbps we recommend the
following values:
   MaxMsgSend = 256;
   MinBandwidth = 768000;

While connected to the dedicated server, you can use the admin command #monitor to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 15 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.