barry egginton
Member
// 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"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
//reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead
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[] = {
"", "",
"Two empty lines above for increasing interval",
"Welcome to our server",
"", "",
"We are looking for fun - Join us Now !",
"http://www.example.com",
"One more empty line below for increasing interval",
""
};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 64; // 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 = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
//requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
// 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; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30
persistent = 1; // If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1; // Server to use BattlEye system
// SCRIPTING ISSUES
onUserConnected = ""; //
onUserDisconnected = ""; //
doubleIdDetected = ""; //
//regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!
// 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
// MISSIONS CYCLE (see below)
class Missions
{
class {Map}
{
template="{Mission name.<Map>"};
difficulty="Regular"};
};
};
//
// 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"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
//reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead
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[] = {
"", "",
"Two empty lines above for increasing interval",
"Welcome to our server",
"", "",
"We are looking for fun - Join us Now !",
"http://www.example.com",
"One more empty line below for increasing interval",
""
};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 64; // 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 = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
//requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
// 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; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30
persistent = 1; // If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1; // Server to use BattlEye system
// SCRIPTING ISSUES
onUserConnected = ""; //
onUserDisconnected = ""; //
doubleIdDetected = ""; //
//regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!
// 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
// MISSIONS CYCLE (see below)
class Missions
{
class {Map}
{
template="{Mission name.<Map>"};
difficulty="Regular"};
};
};