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Need help with 1 part of setting up dayz


scottieo321

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Hi everyone i am in need of some assistance i have got everything set up properly that i know of apart from one thing and thats how to get the server to read from the template file as in dayz_1.chernarus the folder with the init,description and mission files in. i cant seem to grasp where this folder would go or even the .pbo version of it and how to get the server to call it. any and all ideas please guys need to get this working. Thanks in advance everyone :)

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what do you mean the right file path in the config mine is default caller server.cfg and this is what it has in it so where would i put the path??

 

//

// server.cfg

//

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

 

 

// GLOBAL SETTINGS

hostname = ""; // The name of the server that shall be displayed in the public server list

password = ""; // Password for joining, eg connecting to the server

passwordAdmin = ""; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'

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[] = {

"",

"",

"",

"",

"",

"",

};

motdInterval = 5; // Time interval (in seconds) between each message

 

 

// JOINING RULES

maxPlayers=40; // 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 .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equalModRequired = 0; // Outdated.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 = 95054; // 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 = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective

 

 

// INGAME SETTINGS

disableVoN = 0; // If set to 1, Voice over Net will not be available

vonCodecQuality = 10; // Quality from 1 to 10

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 = 0; // Server to use BattlEye system

 

 

// SCRIPTING ISSUES

onUserConnected = ""; //

onUserDisconnected = ""; //

doubleIdDetected = ""; //

 

// SIGNATURE VERIFICATION

onUnsignedData = "kick (_this select 0)"; // unsigned data detected

onHackedData = "kick (_this select 0)"; //"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 DayZ {

template = dayz_1.chernarus;

difficulty = "Regular"; // change this for other difficulty settings, regular, expert is valid

};

};

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