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DrTauren

Full DayZ Server Files Documentation

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On September 19, the developers of DayZ Standalone officially published the documentation of the Dayz servers, and also provided the opportunity to download files to run the DayZ server. Below is a translation of the official documentation of these files from the DayZ forum, as well as documentation about other files that are not in the official documentation. ?

 

Download server files via Steam: steam://rungameid/223350

At the moment, there is an error with the inability to download server files if your Steam account does not have the purchased DayZ.

 

P.S. If you have something to fill in this article, be sure to write to me in the PM: wink:

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MagicByte MagicByte MagicByte

Server. cfg (configuration parameters):

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Server configuration is performed via the serverDZ.cfg file (a configuration file that allows you to change various server settings, such as the maximum number of players, the ability to enable a third-person view, and server welcome messages). This file is usually located in the root folder of the server, but it can also be located anywhere else with the -config startup parameter. To make sure that Steam doesn't overwrite this file with the next update, be sure to have a renamed copy of this file.

 

Parameters:


hostname = "EXAMPLE NAME"; // Server name
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
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 = 7; // 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=24; // 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
lootHistory = 1; // How many persistence history files should be kept by instance, number is looped over during save
storeHouseStateDisabled = false; // Disable houses/doors persistence (value true/false), usable in case of problems with persistence
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> }; };

 

Advanced settings:


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
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 multithreaded 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)

More data and information in the official documentation: https://community.bistudio.com/wiki/DayZ:Server_Configuration

 

 

Dayzsettings.xml:

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<jobsystem globalqueue="4096" threadqueue="1024">

<pc maxcores="4" reservedcores="1" /> <!--maxcores - the maximum number of processor cores that will be used for system operation; reservedcores - the number of processor cores that will be used for other threads; the number of worker threads is then equal to "maxcores-reservedcores", but at least one worker thread is still allocated -->

</jobsystem>

 

DayZServer_x64.exe (launch parameters):

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Launch DayZServer_x64.exe through .a bat file, a shortcut with parameters, or something else.

 

Parameters:
-config=serverDZ.cfg - Specifies the location of the server config
-port=2302 - the Port used by the server
-profiles=C:\Users\%USER%\Documents\DayZ Server - Path to the folder containing the server profile. By default, server logs are written here. Logs/dumps and the like will be created here, along with the BattlEye/BEC/Rcon files. Windows variables are supported (for example, %userprofile%)
-dologs - Enables logging of everything possible in the server's RPT
- adminlog - Enables logging of admin actions
- netlog - Enables logging of network traffic
- freezecheck - Stops the server when it is idle for more than 5 minutes and creates a dump file
-noFilePatching - allows downloading only .pbo files and no unpacked files.
-BEpath= - Specify your path to the Battleye files
-cpuCount= - Sets the number of CPU cores used for parallel processing of tasks. It must be less than or equal to the number of available cores.

 

BEServer_x64.cfg (BattlEye configuration):

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The beserver_x64.cfg configuration file must be located in the same folder as BEServer_x64.dll.You can configure the location of this folder using the -bePath and -profiles startup parameters.

Parameters:
RConPassword MyPassword - Sets a password for connecting RCon tools (remote administration tool such as BEC/Dart)
RestrictRCon 1 - Enables / disables RCon functions (kik\ban\connection restriction)

 

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Server Economics-General documentation:
This package includes a standard multi-user DayZ mission using an offline database. Using this type of mission means that all characters are saved only on your server - when using an offline database, it is not possible to use the same character on multiple servers. Information about the character is stored in the player.db file located in the Dayz.chernarusplus\storage_X folder (deleting the file will result in a character delete). This folder also contains the data folder, which is basically a repository of information about the state of the Central economy and serves to save various types of objects during the server restart (deleting this folder leads to a reset of the state of the Central economy, which means, for example, deleting the loot that appears).

Mpmissions - the server's mission folder, which contains a lot of interesting things. You can see the db folder, 13 XML files, spawnpoints_players.bin (stores the coordinates of all possible spawn locations for the player), and the init.c file.

All xml files in the mission folder are configuration files that send parameters to the server so that it understands how much loot to generate, how many machines to spawn, as well as the coordinates of each object on the map, plus various other functions. These variables can be easily changed and various server parameters can be configured for you.

 

events.xml (dynamic events spawn objects\items on the map):

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This file allows you to specify all dynamic events and groups of spawns on the server with multiple spawn elements, such as machine spawns, helicrashes, zombies per player, apples, and so on..In order to add your class to Events, enter the event type before your class name
Valid types are shown below:


Vehicle
Static
Loot 
Infected
Animal
Ambient
Item
rajectory

The format of the record is approximately: {record type}{event name}
Examples are already in the file itself.

An approximate setup for adding your own events spawn And on the server (zombies, wolves, bots, etc.) is described here: https://s-platoon.ru/topic/8104-dobavlenie-novogo-klassa-v-events/#comment-73328


<event name="VehicleCivilianSedan">
		<waves>0</waves>
		<nominal>25</nominal>
		<min>20</min>
		<max>25</max>
		<lifetime>300</lifetime>
		<restock>0</restock>
		<saferadius>500</saferadius>
		<distanceradius>500</distanceradius>
		<cleanupradius>200</cleanupradius>
		<flags deletable="0" init_random="0" remove_damaged="1"/>
		<position>fixed</position>
		<limit>mixed</limit>
		<active>1</active>
		<children>
			<child lootmax="0" lootmin="0" max="15" min="10" type="CivilianSedan"/>
			<child lootmax="0" lootmin="0" max="15" min="10" type="Hatchback_02"/>
			<child lootmax="0" lootmin="0" max="15" min="10" type="Sedan_02"/>
		</children>
	</event>

name - name of the event with its type

waves - presumably the number of spawn waves per 1 restart, if 0 is infinite

nominal - the optimal number of group objects on the server

min - the minimum number of objects in the group that will be added to the list of missing objects

max - the maximum number of objects in the group to start deleting when they are reached

lifetime - the estimated lifetime of the object, in seconds, when the object is reached, it will be deleted from the server. When you access an item \ object by players and / or change the loot in it, the countdown timer is reset, and the countdown starts from zero for the day. There is no exact information whether this works for events or for types.

restock - presumably the waiting time before spawning a new instance of this object, but after deleting the previous one from the game. There is no exact information whether this works for events or for types.

<active>1< / active> - specifies. whether this event is enabled and active on the server. 1-on, 0-off

children - blocks with the id (type) of dependent objects or items that belong to this event. For each item, you can specify the drop limits in a quantitative ratio and the content of the loot to be dropped.

The values of position and limit, flags, cleanupradius, saferadius, and distanceradius are hard to tell because there is no documentation.

 

globals.xml (General settings of the Central economy):

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Allows you to change the values of certain game variables, such as the respawn of items (by distance), zombies, and the number of animals.

For example:
CleanupLifetimeDeadPlayer - time to delete dead bodies of players after their death (in seconds)
CleanupLifetimeDeadInfected - time to delete dead zombie bodies after their death (in seconds)

CleanupLifetimeDeadAnimal - time of removal of dead animal bodies after their death (in seconds)

Animal Max Count - the Maximum number of animals on the server

CleanupLifetimeRuined - time to clear items and objects from the map with the Ruined status (for example, destroyed cars or backpacks) (in seconds.)

 

types.xml (spawn and save loot on the map):

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Defines different types of loot and contains a record for each individual object in the game. Inside the configurations are parameters such as "lifetime" (probably used for the item processing scenario), the minimum quantity on the map, "cost" (not sure what it can be used for), and "flags" that determine whether an item is counted in your inventory, whether it was a created item, and so on.


<type name="Mag_AK101_30Rnd">
        <nominal>20</nominal>
        <lifetime>10800</lifetime>
        <restock>1800</restock>
        <min>10</min>
        <quantmin>20</quantmin>
        <quantmax>80</quantmax>
        <cost>100</cost>
        <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
        <category name="weapons"/>
        <usage name="Military"/>
        <value name="Tier3"/>
        <value name="Tier4"/>
    </type>
<type name="AK74_Hndgrd">
        <nominal>5</nominal>
        <lifetime>7200</lifetime>
        <restock>0</restock>
        <min>2</min>
        <quantmin>-1</quantmin>
        <quantmax>-1</quantmax>
        <cost>100</cost>
        <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
        <category name="weapons"/>
        <usage name="Military"/>
    </type>

Mag_AK101_30Rnd and AK74_Hndgrd - ID of the item in the game or object (its type)
nominal - the optimal number of items or objects that will stop spawn by 100%
lifetime - the lifetime of the item, in seconds, when it is reached, the item will be deleted from the server. When you access an item \ object by players and \ or change the loot in it, the countdown timer is reset, and the countdown starts from zero for the first time

restock - waiting time before spawning a new instance of this item or object, but after deleting the previous one from the game
min - the minimum number of items or objects that the server will start adding to the map when it reaches them
quantmin and quantmax - percentage values (-1 if disabled) - fill values for items and objects that can be filled with the fill scale (for example, a gun magazine, a pile of cartridges, a water flask, a barrel, a canister)
usage name - spawn locations on an item on the map by loot types\objects and map zones defined by developers on the map. (look at cfglimitsdefinition.xml and mapgroupproto.xml)

category name - the category of buildings on the map where this item will appear (for determining the category and buildings, look at cfglimitsdefinition.xml and mapgroupproto.xml )

 

cfgeventspawns.xml (spawn points for dynamic events from events.xml):

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This is a list of spawn points for dynamic events defined in events.xml. Customize to your taste and color. Before entering your events, read the following events.xml and its settings.

 

cfgplayersspawnpoints.xml (setting up spawn points for players on the map):

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A file with settings for potential player rebirth points on the server. After starting the server and logging in at least 1 player, data from it is saved by the server in spawnpoints_players.bin and are used from there. If you change these settings., do not forget to delete the bath .bin file.

 

cfgrandompresets.xml (preset Configurator for use in other xml server configuration):

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Sets configuration presets for use and operation in other server xml files (mainly in cfgspawnabletypes.xml). For the most part, these are the chances of falling out of loot lists with predefined chances.

 

cfgspawnabletypes.xml (Configurator spawn items in the items\objects of):

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Determines which items can appear inside other items or objects on the map and with what chance.

<damage min= " 0.3 "max=" 0.7 " / > - the range of loot's damage as a percentage, where 0.30 - 30%. 0.70 - 70%


<type name="Bear_Beige">
		<cargo chance="1.00">
			<item name="Paper" chance="0.50" />
			<item name="Rag" chance="0.50" />
		</cargo>
	</type>

In the example above, in the item 'toy bear' with a 100% chance, either a piece of paper or a rag will fall out (each has a 50% chance of falling out if the condition is triggered)


<type name="TaloonBag_Orange">
		<cargo preset="foodVillage" />
		<cargo preset="mixVillage" />
	</type>

In the item above, one of the sets of items will fall out according to the set rules of the specified preset (look at cfgrandompresets.xml )


<type name="ZmbM_ClerkFat_Brown">
		<cargo preset="foodCity" />
		<cargo preset="toolsCity" />
		<attachments preset="glassesCity" />
		<attachments preset="hatsCity" />
		<attachments preset="bagsCity" />
	</type>

As a result of the example above certain sets of inventory and items fall out


<type name="MP5K">
		<attachments chance="0.05">
			<item name="MP5_RailHndgrd" chance="1.00" />
		</attachments>
		<attachments chance="1.00">
			<item name="MP5_PlasticHndgrd" chance="1.00" />
		</attachments>
		<attachments chance="1.00">
			<item name="MP5k_StockBttstck" chance="1.00" />
		</attachments>
		<attachments chance="0.30">
			<item name="Mag_MP5_30Rnd" chance="1.00" />
		</attachments>
		<attachments chance="0.20">
			<item name="BUISOptic" chance="0.30" />
			<item name="M68Optic" chance="0.20" />
			<item name="M4_T3NRDSOptic" chance="0.20" />
			<item name="ReflexOptic" chance="0.20" />
			<item name="ACOGOptic" chance="0.10" />
		</attachments>
		<attachments chance="0.10">
			<item name="MP5_Compensator" chance="1.00" />
		</attachments>
		<attachments chance="0.05">
			<item name="PistolSuppressor" chance="1.00" />
		</attachments>
	</type>

In the example above, MP5_RailHndgrd falls with a 5% chance, and 1 out of 5 attachments falls with a 20% chance (note that 30% + 20% + 20% + 20% + 10% = 100%)


<type name="CivilianSedan">
		<attachments chance="1.00">
			<item name="CivSedanWheel" chance="0.60" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanWheel" chance="0.60" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanWheel" chance="0.40" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanWheel" chance="0.40" />
		</attachments>
		<attachments chance="1.00">
			<item name="CarRadiator" chance="0.60" />
		</attachments>
		<attachments chance="1.00">
			<item name="CarBattery" chance="0.60" />
		</attachments>
		<attachments chance="1.00">
			<item name="SparkPlug" chance="0.60" />
		</attachments>
		<attachments chance="1.00">
			<item name="HeadlightH7" chance="0.40" />
		</attachments>
		<attachments chance="1.00">
			<item name="HeadlightH7" chance="0.40" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanDoors_Driver" chance="0.30" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanDoors_CoDriver" chance="0.30" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanDoors_BackLeft" chance="0.30" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanDoors_BackRight" chance="0.30" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanHood" chance="0.20" />
		</attachments>
		<attachments chance="1.00">
			<item name="CivSedanTrunk" chance="0.20" />
		</attachments>
	</type>

In the example above, the components for the Volga spawning machine drop out, I think comments are unnecessary.

 

mapgroupclusterxxxxxx.xml (objects on the map):

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Any xml file starting with "mapgroup" defines where buildings, trees, shrubs, and other structures are created. This has changed with the new update - and it looks like there is also an alternative map of their placement (prototype) here, perhaps you can redefine the default map group to load and select a prototype.

 

init. c (setting up the starting loot, spawn the test machine, and other scripting):

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Editing your players ' starting inventory can be done by changing this file. More information about what and where to change is written here: https://s-platoon.ru/topic/7019-nastroyka-startovogo-luta-igrokov/

 

 

So, let's look at some parameters that will help you fully set what you need and compare it the way you want (without breaking your head):

  • player.RemoveAllItems (); - clear all items (preferably it should be above all the lines of the starting loot settings)
  • item = player.GetInventory().CreateInInventory("Rag"); - Get access to the inventory, create an item in the inventory, where Rag is the classname of the item (bandage in this case)
  • itemBs = ItemBase.Cast(item); - a string that should go every time after the string where the spawn of some thing is set (such as the line above and all marked like this: (!))
  • itemBs.SetQuantity(4); - "number of items" (or uses), etc. in a bundle, box, etc.
  • SetRandomHealth(itemEnt); - item quality (random)
  • item = player.GetHumanInventory().CreateInHands("M4A1"); - Get access to the inventory, create an item in the hands, where M4A1 is the classname of the item (bandage in this case). I must say that with this command, the M4A1 will appear in the hands without anything (without a magazine, butt, forearm, etc.)
  • item.GetInventory().CreateAttachment("M4_RISHndgrd_Black"); - adding buns to the weapon (black handguard) (!)
  • item.GetInventory().CreateAttachment("M4A1"); - adding weapons immediately with the attached store, if the store itself is spavnit together with the weapon (!)
  • Weapon wpn = player.GetHumanInventory().CreateInHands("M4A1"); player.GetWeaponManager (). AttachMagazine(mag); - the second way to add weapons immediately with an attached magazine. Example of spawn weapons with all attachments, plus three stores:
    
    EntityAI gun = player.GetHumanInventory().CreateInHands("M4A1");
        gun.GetInventory().CreateAttachment("M4_RISHndgrd_Black");
        gun.GetInventory().CreateAttachment("M4_MPBttstck_Black");
        gun.GetInventory().CreateAttachment("ACOGOptic");
        addMags(player, "Mag_STANAG_30Rnd", 3);
  • player.LocalTakeEntityToHands(itemEnt); - picking up the item automatically. You need to place this line immediately after the weapon spawn line, plus the weapon spawn line should preferably be the last
  • Spawn a car / other items near the player:
    Attention! The new car physics is extremely buggy and may not work at all or, for example, crash your game. You can also use this CreateObject function to create other objects.
    
    EntityAI oCar = EntityAI.Cast(GetGame().CreateObject("CivilianSedan", player.GetPosition(), false, true)); // спавн автомобиля на месте игрока
    oCar.GetInventory().CreateAttachment("CivSedanWheel"); // далее спавн запчастей
    oCar.GetInventory().CreateAttachment("CivSedanWheel");
    oCar.GetInventory().CreateAttachment("CivSedanWheel");
    oCar.GetInventory().CreateAttachment("CivSedanWheel");
    oCar.GetInventory().CreateAttachment("CivSedanDoors_Driver");
    oCar.GetInventory().CreateAttachment("CivSedanTrunk");
    oCar.GetInventory().CreateAttachment("CivSedanHood");
    oCar.GetInventory().CreateAttachment("SparkPlug");
    oCar.GetInventory().CreateAttachment("EngineBelt");
    oCar.GetInventory().CreateAttachment("CarRadiator");
    oCar.GetInventory().CreateAttachment("CarBattery");

           In the instance of code author, the machine class is called oscar. This is how he named the car inventory and created an "attachment" inside the car before it even appears.

  • o Car.Set AllowDamage(false); - godmod for the car

 

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How to ban players:
Currently there are two ways to ban players:

  • Create a file ban.txt in the root folder of the server and add the player uid in a new line (the player ID is 44 characters long, which you can find in the .adm or .rpt logs)
  • Create a file ban.txt in the battleye folder (located in the server root folder) and add the player's BattlEye GUID in a new line (a 32-character player ID that you can get from RCon tools such as Dart or BEC).

You can configure the location of the BattlEye folder using the -bePath and -profiles launch options.

Some RCON tools like Dart offer the ability to ban users directly through their interface, which then adds players to the file ban.txt.

 

Priority of the server connection queue:

The specified users will be prioritized in the server login queue, and they will connect before non-priority users. The marked users just need to be added to the file priority.txt located in the root directory of the installation server.

SteamId;SteamId;01234567890123456;01234567890123456

 

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Minimum system requirements (preliminary) for running a single server:

  • OS: Windows Server 12-16 or Windows 10 (Linux is not supported yet)
  • Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
  • 6 GB of RAM
  • 2.5 GB of hard disk space
  • SSD for logs and other things (very desirable)

Server messages and how to perform server restarts correctly automatically

This section describes the functionality and administration of server messages that can be used to automatically shut down the server.

To set up an automatic restart, you will need another application that will automatically start the disabled game server as a Windows scheduler, such as FireDaemon, or another similar application.

Messages for the server in offline database mode

A server message is a message that is sent to players from the server at a specific time.

The server message can be sent in the following ways:

  • each set number of minutes for all players,
  • one player after connecting it with a possible delay,
  • and the so-called "server shutdown notification", which is sent to all players in the chat before the server shutdown ("- - - Termination successfully completed - - - " the string will be written to the .rpt file when the server is successfully shut down and the server database is successfully saved).

Flags (marks):

  • When connected (On connect)
    Specifies that the server message will be sent once after the player connects to the server.
  • Repeat
    Indicates that the server message will be sent to all players again.
  • Server shutdown notification (Countdown)
    Indicates that the server message will be sent to all players in countdown mode.
    The message will be sent 90 minutes before the deadline, then 60 minutes later, 45, 30, 20, 15, 10, 5, 2 and finally, 1 minute before the deadline.
  • Shutdown
    Indicates that the server will shut down after the countdown reaches zero.
    If the countdown flag is not set, this flag is ignored.

Properties:

The maximum message length is 160 characters.
The user can put 3 different variables in the message text:

  • #name is replaced with the server name
    #port is the server port
    #tmin is replaced with the number of minutes remaining in the countdown.
    It only works when the countdown flag is set.

Each property associated with time in the server message is in minutes.

 

Delay:

  • Used if the on connect flag is set for the server message.
  • This value indicates how many minutes it will take to send a message to the player.
  • A null value means that the message will be sent immediately after the player connects to the server.

Repeats:

  • Used if the redo flag is set for the server message.
  • This value determines how often messages are repeated.

Deadline

  • Used if the countdown flag is set for the server message.
  • Indicates how long it takes the countdown to zero.

 

Offline database

Server messages can be added, updated, or deleted in XML file messages in the db folder located in the mission folder (serverFolder\mpmissions\dayzOffline.chernarusplus\db\messages.xml). It is not currently part of the Steam server data package, so you will not find this file there. You will have to create it yourself.

To automatically shut down the server, set "deadline" and "shutdown" to enabled.

An example file messages.xml:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<messages>

    <!-- This is example message for automatic server termination -->
    <message>

        <!-- no delay -->
        <delay>0</delay>

        <!-- if the value is larger than 0, then flag Repeat is enabled -->
        <repeat>0</repeat>

        <!-- if the value is larger than 0, then flag Countdown is enabled,
             countdown reaches zero in 10 hours --> 
        <deadline>600</deadline>

        <!-- disable On connect flag -->
        <onconnect>0</onconnect>

        <!-- enable Shutdown flag -->
        <shutdown>1</shutdown>

        <!-- message itself with placeholders -->
        <text>Hello, this server (#name) will shutdown in #tmin minutes.</text>

    </message>
</messages>

 

Correctly disabling the server (Taskkill)

If you don't want to use messages from the .xml file to automatically terminate the server, you can use taskkill instead (link to the Microsoft documentation).

All you have to do is use the Windows scheduler, FireDaemon , or a similar application to send the taskkill command without the "/f" parameter, and you will cause the DayZ server application to shut down correctly ("--- Termination successfully completed ---" this line will be written to the .rpt file when the server shuts down correctly and saves the entire database correctly).

taskkill /im DayZServer_x64.exe

To set up an automatic server restart, you will need some other application that will automatically start the disabled server, such as Windows scheduler, FireDaemon, or a similar application.

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