Server Configuration – DayZ

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==Introduction==
This article deals with the configuration file which is used to configure various game server settings.
This article deals with the configuration file which is used to configure various game server settings.


The name ''server.cfg'' means nothing, and this file can be called anything. The real name is determined by the <tt>[[-config]]</tt> command line option when launching the dedicated server. There is no default name; when non is specified, the server won't launch due to the mandatory settings.
The name ''server.cfg'' means nothing, and this file can be called anything.
The real name is determined by the {{hl|-config}} command line option when launching the dedicated server.
There is no default name; when non is specified, the server won't launch due to the mandatory settings.


==Server Configurations==
{{Feature|important|Is is highly recommended to use the graceful shutdown method to avoid negative side effects on player characters and the server storage saving. More information under {{Link|https://community.bistudio.com/wiki/DayZ:Server_Messages#Shutdown|DayZ: Server Messages}}}}
 
{{Clear}}
== Configuration ==


=== Main Parameters ===
=== Main Parameters ===
<syntaxhighlight lang="c">
hostname = "EXAMPLE NAME";  // Server name
password = "";              // Password to connect to the server
passwordAdmin = "";        // Password to become a server admin


enableWhitelist = 0;       // Enable/disable whitelist (value 0-1)
<syntaxhighlight lang="cpp">
hostname = "EXAMPLE NAME"; // Server name
description = "Some description";  // Description of the server. Gets displayed to users in the client server browser, max length 255 characters
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
 
enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
disableBanlist = false; // Disables the usage of ban.txt (default: false)
disablePrioritylist = false; // Disables usage of priority.txt (default: false)
 
maxPlayers = 60; // 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 0-20)
 
disable3rdPerson = 0; // Toggles the 3rd person view for players (value 0-1)
disableCrosshair = 0; // Toggles the cross-hair (value 0-1)
 
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, e.g "2015/4/8/17/23".
 
serverTimeAcceleration = 1; // Accelerated Time - The numerical value being a multiplier (0.1-64).
// Thus, in case it is set to 24, time would move 24 times faster than normal. An entire day would pass in one hour.
 
serverNightTimeAcceleration = 1; // 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.


maxPlayers = 60;           // Maximum amount of players
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.
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)
guaranteedUpdates = 1; // Communication protocol used with game server (use only number 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=0;        // Toggles the 3rd person view for players (value 0-1)
disableCrosshair=0;        // Toggles the cross-hair (value 0-1)
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 - The numerical value being a multiplier (0.1-64). Thus, in case it is set to 24, time would move 24 times faster than normal. An entire day would pass in one hour.
serverNightTimeAcceleration=1;// 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=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.
guaranteedUpdates=1;       // Communication protocol used with game server (use only number 1)
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


storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
loginQueueConcurrentPlayers = 5; // The number of players concurrently processed during the login process.
storageAutoFix = 1;         // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)
// 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)


class Missions
class Missions
{
{
    class DayZ
class DayZ
    {
{
        template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
template = "dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
    };
};
};
};
</syntaxhighlight>
</syntaxhighlight>


=== Additional Parameters ===
=== Additional Parameters ===
<syntaxhighlight lang="c">
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
motd[] = {"line1","line2"}; // Message of the day displayed in the in-game chat
motdInterval = 1;          // Time interval (in seconds) between each message
maxPing= 200;              // Max ping value until server kick the user (value in milliseconds)
timeStampFormat = "Short";  // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 1;          // Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active
logMemory = 1;              // Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active
logPlayers = 1;            // Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active
logFile = "server_console.log";// Saves the server console log to a file in the folder with the other server logs
enableDebugMonitor = 1;    //shows info about the character using a debug window in a corner of the screen (value 0-1)


steamQueryPort = 2305;     // defines Steam query port, should fix the issue with server not being visible in client server browser
<syntaxhighlight lang="cpp">
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


allowFilePatching = 1;     // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled
motd[] = { "line1","line2" }; // Message of the day displayed in the in-game chat
motdInterval = 1; // Time interval (in seconds) between each message


simulatedPlayersBatch = 20;   // Set limit of how much players can be simulated per frame (for server performance gain)
timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 1; // Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active
logMemory = 1; // Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active
logPlayers = 1; // Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active
logFile = "server_console.log"; // Saves the server console log to a file in the folder with the other server logs


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)
adminLogPlayerHitsOnly = 0; // 1 - log player hits only / 0 - log all hits ( animals/infected )
adminLogPlacement = 0; // 1 - log placement action ( traps, tents )
adminLogBuildActions = 0; // 1 - log basebuilding actions ( build, dismantle, destroy )
adminLogPlayerList = 0; // 1 - log periodic player list with position every 5 minutes


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
disableMultiAccountMitigation = false; // disables multi account mitigation on consoles when true (default: false)
networkRangeNear = 150;      // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
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
networkRangeDistantEffect = 4000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000


defaultVisibility=1375; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)
enableDebugMonitor = 1; // shows info about the character using a debug window in a corner of the screen (value 0-1)
defaultObjectViewDistance=1375;  // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)


lightingConfig = 0;       // 0 for brighter night, 1 for darker night
steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser
disablePersonalLight = 1; // disables personal light for all clients connected to server
 
allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled
 
simulatedPlayersBatch = 20; // 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)
speedhackDetection = 1; // enable speedhack detection, values 1-10 (1 strict, 10 benevolent, can be float)
 
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 = 150; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
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
networkRangeDistantEffect = 4000; // 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 = 0.8; //The actual limit, could be a [0,1] value or a [1,inf] value depending on networkObjectBatchUseDynamicMaximumBandwidth. See above
networkObjectBatchCompute = 1000; //Number of objects in the create/destroy lists that are checked in a single server frame
networkObjectBatchSendCreate = 10; //Maximum number of objects that can be sent for creation
networkObjectBatchSendDelete = 10; //Maximum number of objects that can be sent for deletion
 
 
 
defaultVisibility=1375; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)
defaultObjectViewDistance=1375; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)
 
lightingConfig = 0; // 0 for brighter night, 1 for darker night, 2 for Sakhal-specific lighting - if enableCfgGameplayFile is enabled, this option will be overriden by the WorldsData::lightingConfig value
disablePersonalLight = 1; // disables personal light for all clients connected to server
 
disableBaseDamage = 0; // set to 1 to disable damage/destruction of fence and watchtower
disableContainerDamage = 0; // set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest
disableRespawnDialog = 0; // set to 1 to disable the respawn dialog (new characters will be spawning as random)
 
pingWarning = 200; // set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds)
pingCritical = 250; // set to define the ping value from which the red ping warning is triggered (value in milliseconds)
MaxPing = 300; // set to define the ping value from which a player is kicked from the server (value in milliseconds)
serverFpsWarning = 15; // set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11)
 
shotValidation = 1; // 1 enables the validation, 0 disables
clientPort = 2304;              // int value, forces the port the clients connect with
</syntaxhighlight>
</syntaxhighlight>


==Server Configurations==
== XML Configuration ==


=== dayzsettings.xml ===
=== dayzsettings.xml ===
<syntaxhighlight lang="xml">
<syntaxhighlight lang="xml">
<jobsystem globalqueue="4096" threadqueue="1024">
<jobsystem globalqueue="4096" threadqueue="1024">
    <pc maxcores="4" reservedcores="1" /> <!--maxcores - maximum number of CPU cores which will be used for jobsystem; reservedcores - number of CPU cores which will be used for other threads; number of worker threads is then "maxcores - reservedcores", but still at least one worker thread is allocated -->
<pc maxcores="4" reservedcores="1" />
<!--
maxcores - maximum number of CPU cores which will be used for jobsystem
reservedcores - number of CPU cores which will be used for other threads
 
number of worker threads is then "maxcores - reservedcores", but still at least one worker thread is allocated
-->
</jobsystem>
</jobsystem>
</syntaxhighlight>
</syntaxhighlight>


== BattlEye Configuration ==
== BattlEye Configuration ==
The config file '''BEServer_x64.cfg''' needs to be in the same folder as BEServer_x64.dll. The location of this folder can be customized via the startup parameters ''-bePath'' and ''-profiles''.
 
The config file '''BEServer_x64.cfg''' needs to be in the same folder as BEServer_x64.dll.
The location of this folder can be customized via the startup parameters ''-bePath'' and ''-profiles''.


Supported parameters:
Supported parameters:
* '''RConPassword MyPassword''' - Sets the password for the connection of the RCon tool (remote connection admin tool like BEC/Dart)
* '''RConPassword MyPassword''' - Sets the password for the connection of the RCon tool (remote connection admin tool like BEC/Dart)
* '''RestrictRCon 1''' - Enables/Disables RCon functions (kick/ban/connection restrictions)  
* '''RestrictRCon 1''' - Enables/Disables RCon functions (kick/ban/connection restrictions)
 


== Launch Parameters ==
== Launch Parameters ==
Run the DayZServer_x64.exe via the batch file, shortcut with parameters or other options.
 
Run the {{hl|DayZServer_x64.exe}} via the batch file, shortcut with parameters or other options.


Supported parameters:
Supported parameters:
* '''-config=serverDZ.cfg''' - Selects the Server Config File
* '''-config=serverDZ.cfg''' - Selects the Server Config File
* '''-port=2302''' - Port to have dedicated server listen on
* '''-port=2302''' - Port to have dedicated server listen on
* '''-profiles=C:\Users\%USER%\Documents\DayZServer''' – Path to the folder containing server profile. By default, server logs are written to server profile folder. Logs/dumps/etc will be created there, along with BattlEye/BEC/Rcon related files. Windows Environment variables are supported (E.g. ''%userprofile%'').
* '''-profiles=%userProfile%\Documents\DayZServer''' – Path to the folder containing server profile. By default, server logs are written to the server profile's directory. Logs/dumps/etc will be created there, along with BattlEye/BEC/Rcon related files
* '''-mission=''' - Defines the mission used by the server
* '''-doLogs''' - Enables all log messages in the server RPT file
* '''-doLogs''' - Enables all log messages in the server RPT file
* '''-adminLog''' - Enables the admin log
* '''-adminLog''' - Enables the admin log
Line 117: Line 175:
* '''-freezeCheck''' - Stops the server when frozen for more than 5 min and create a dump file
* '''-freezeCheck''' - Stops the server when frozen for more than 5 min and create a dump file
* '''-filePatching''' - Ensures that only PBOs are loaded and NO unpacked data.
* '''-filePatching''' - Ensures that only PBOs are loaded and NO unpacked data.
* '''-BEpath=''' - Sets a custom path to the ''Battleye'' files
* '''-BEpath=''' - Sets a custom path to the [[BattlEye]] files
* '''-cpuCount=''' - Sets the number of logical CPU cores to use for parallel tasks processing. It should be less or equal than the numbers of available cores.
* '''-cpuCount=''' - Sets the number of logical CPU cores to use for parallel tasks processing. It should be less or equal than the numbers of available cores.
* '''-limitFPS=''' - Limits server FPS to specified value (current max is 50) to lower CPU usage of low population servers.
* '''-limitFPS=''' - Limits server FPS to specified value (current max is 200) to lower CPU usage of low population servers.
* '''-mod=<string>''' - Loads the specified sub-folders for different mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.
* '''-serverMod=<string>''' - Loads the specified sub-folders for different server-side (not broadcasted to clients) mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.
* '''-storage=''' - Defines custom root folder for storage location.
 
{{Feature|informative|
It is possible to define a batch variable in the {{hl|.bat}} file and use it in the server exe's startup configuration arguments, e.g:
<syntaxhighlight lang="bat">
set missionLocation=%userProfile%\Documents\DayZ\Stable\mpmissions\dayzOffline.enoch
...
DayZServer_x64.exe -mission=%missionLocation%
</syntaxhighlight>
}}
 


== Priority Queuing ==
== Priority Queuing ==
Specified users can be prioritized in the login queue, they will get on the first position, before the non-prioritized users.
Specified users can be prioritized in the login queue, they will get on the first position, before the non-prioritized users.


Flagged users simply need to added to a ''priority.txt'' file, located in the root directory of the server install.
Flagged users simply need to added to a ''priority.txt'' file, located in the root directory of the server install.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
SteamId;SteamId;01234567890123456;01234567890123456
SteamId;SteamId;01234567890123456;01234567890123456
</syntaxhighlight>
</syntaxhighlight>


[[Category:DayZ]][[Category:DayZ:Server]]
 
{{GameCategory|dayz}}
{{GameCategory|dayz|Server}}
{{GameCategory|dayz|Editing}}

Latest revision as of 07:20, 10 October 2024

This article deals with the configuration file which is used to configure various game server settings.

The name server.cfg means nothing, and this file can be called anything. The real name is determined by the -config command line option when launching the dedicated server. There is no default name; when non is specified, the server won't launch due to the mandatory settings.

Is is highly recommended to use the graceful shutdown method to avoid negative side effects on player characters and the server storage saving. More information under DayZ: Server Messages

Configuration

Main Parameters

hostname = "EXAMPLE NAME";			// Server name
description = "Some description";   // Description of the server. Gets displayed to users in the client server browser, max length 255 characters
password = "";						// Password to connect to the server
passwordAdmin = "";					// Password to become a server admin

enableWhitelist = 0;				// Enable/disable whitelist (value 0-1)
disableBanlist = false;				// Disables the usage of ban.txt (default: false)
disablePrioritylist = false;		// Disables usage of priority.txt (default: false)

maxPlayers = 60;					// 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 0-20)

disable3rdPerson = 0;				// Toggles the 3rd person view for players (value 0-1)
disableCrosshair = 0;				// Toggles the cross-hair (value 0-1)

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, e.g "2015/4/8/17/23".

serverTimeAcceleration = 1;			// Accelerated Time - The numerical value being a multiplier (0.1-64).
									// Thus, in case it is set to 24, time would move 24 times faster than normal. An entire day would pass in one hour.

serverNightTimeAcceleration = 1;	// 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 = 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.

guaranteedUpdates = 1;				// Communication protocol used with game server (use only number 1)

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)

class Missions
{
	class DayZ
	{
		template = "dayzOffline.chernarusplus";	// Mission to load on server startup. <MissionName>.<TerrainName>
	};
};

Additional Parameters

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

motd[] = { "line1","line2" };	// Message of the day displayed in the in-game chat
motdInterval = 1;				// Time interval (in seconds) between each message

timeStampFormat = "Short";		// Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 1;				// Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active
logMemory = 1;					// Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active
logPlayers = 1;					// Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active
logFile = "server_console.log";	// Saves the server console log to a file in the folder with the other server logs

adminLogPlayerHitsOnly = 0;		// 1 - log player hits only / 0 - log all hits ( animals/infected )
adminLogPlacement = 0;			// 1 - log placement action ( traps, tents )
adminLogBuildActions = 0;		// 1 - log basebuilding actions ( build, dismantle, destroy )
adminLogPlayerList = 0;			// 1 - log periodic player list with position every 5 minutes

disableMultiAccountMitigation = false;	// disables multi account mitigation on consoles when true (default: false)

enableDebugMonitor = 1;			// shows info about the character using a debug window in a corner of the screen (value 0-1)

steamQueryPort = 2305;			// defines Steam query port, should fix the issue with server not being visible in client server browser

allowFilePatching = 1;			// if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled

simulatedPlayersBatch = 20;		// 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)
speedhackDetection = 1;			// enable speedhack detection, values 1-10 (1 strict, 10 benevolent, can be float)

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 = 150;			// network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
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
networkRangeDistantEffect = 4000;		// 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 = 0.8;		//The actual limit, could be a [0,1] value or a [1,inf] value depending on networkObjectBatchUseDynamicMaximumBandwidth. See above
networkObjectBatchCompute = 1000;	//Number of objects in the create/destroy lists that are checked in a single server frame
networkObjectBatchSendCreate = 10;	//Maximum number of objects that can be sent for creation
networkObjectBatchSendDelete = 10;	//Maximum number of objects that can be sent for deletion



defaultVisibility=1375;			// highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies)
defaultObjectViewDistance=1375;	// highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies)

lightingConfig = 0;				// 0 for brighter night, 1 for darker night, 2 for Sakhal-specific lighting - if enableCfgGameplayFile is enabled, this option will be overriden by the WorldsData::lightingConfig value
disablePersonalLight = 1;		// disables personal light for all clients connected to server

disableBaseDamage = 0;			// set to 1 to disable damage/destruction of fence and watchtower
disableContainerDamage = 0;		// set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest
disableRespawnDialog = 0;		// set to 1 to disable the respawn dialog (new characters will be spawning as random)

pingWarning = 200;				// set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds)
pingCritical = 250;				// set to define the ping value from which the red ping warning is triggered (value in milliseconds)
MaxPing = 300;					// set to define the ping value from which a player is kicked from the server (value in milliseconds)
serverFpsWarning = 15;			// set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11)

shotValidation = 1;				// 1 enables the validation, 0 disables
clientPort = 2304;              // int value, forces the port the clients connect with

XML Configuration

dayzsettings.xml

<jobsystem globalqueue="4096" threadqueue="1024">
	<pc maxcores="4" reservedcores="1" />
	<!--
		maxcores - maximum number of CPU cores which will be used for jobsystem
		reservedcores - number of CPU cores which will be used for other threads

		number of worker threads is then "maxcores - reservedcores", but still at least one worker thread is allocated
	-->
</jobsystem>


BattlEye Configuration

The config file BEServer_x64.cfg needs to be in the same folder as BEServer_x64.dll. The location of this folder can be customized via the startup parameters -bePath and -profiles.

Supported parameters:

  • RConPassword MyPassword - Sets the password for the connection of the RCon tool (remote connection admin tool like BEC/Dart)
  • RestrictRCon 1 - Enables/Disables RCon functions (kick/ban/connection restrictions)


Launch Parameters

Run the DayZServer_x64.exe via the batch file, shortcut with parameters or other options.

Supported parameters:

  • -config=serverDZ.cfg - Selects the Server Config File
  • -port=2302 - Port to have dedicated server listen on
  • -profiles=%userProfile%\Documents\DayZServer – Path to the folder containing server profile. By default, server logs are written to the server profile's directory. Logs/dumps/etc will be created there, along with BattlEye/BEC/Rcon related files
  • -mission= - Defines the mission used by the server
  • -doLogs - Enables all log messages in the server RPT file
  • -adminLog - Enables the admin log
  • -netLog - Enables the network traffic logging
  • -freezeCheck - Stops the server when frozen for more than 5 min and create a dump file
  • -filePatching - Ensures that only PBOs are loaded and NO unpacked data.
  • -BEpath= - Sets a custom path to the BattlEye files
  • -cpuCount= - Sets the number of logical CPU cores to use for parallel tasks processing. It should be less or equal than the numbers of available cores.
  • -limitFPS= - Limits server FPS to specified value (current max is 200) to lower CPU usage of low population servers.
  • -mod=<string> - Loads the specified sub-folders for different mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.
  • -serverMod=<string> - Loads the specified sub-folders for different server-side (not broadcasted to clients) mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.
  • -storage= - Defines custom root folder for storage location.
It is possible to define a batch variable in the .bat file and use it in the server exe's startup configuration arguments, e.g:
set missionLocation=%userProfile%\Documents\DayZ\Stable\mpmissions\dayzOffline.enoch
...
DayZServer_x64.exe -mission=%missionLocation%


Priority Queuing

Specified users can be prioritized in the login queue, they will get on the first position, before the non-prioritized users.

Flagged users simply need to added to a priority.txt file, located in the root directory of the server install.

SteamId;SteamId;01234567890123456;01234567890123456