Chapter 9.3: serverDZ.cfg Complete Reference
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Summary: Every parameter in
serverDZ.cfgdocumented with its purpose, valid values, and default behavior. This file controls server identity, network settings, gameplay rules, time acceleration, and mission selection.
Table of Contents
- File Format
- Server Identity
- Network & Security
- Gameplay Rules
- Time & Weather
- Performance & Login Queue
- Persistence & Instance
- Mission Selection
- Complete Example File
- Launch Parameters That Override Config
File Format
serverDZ.cfg uses Bohemia's config format (similar to C). Rules:
- Every parameter assignment ends with a semicolon
; - Strings are enclosed in double quotes
"" - Comments use
//for single-line - The
class Missionsblock uses braces{}and ends with}; - The file must be UTF-8 or ANSI encoded -- no BOM
A missing semicolon will cause the server to fail silently or ignore subsequent parameters.
Server Identity
hostname = "My DayZ Server"; // Server name shown in browser
password = ""; // Password to connect (empty = public)
passwordAdmin = ""; // Password for admin login via in-game console
description = ""; // Description shown in server browser details| Parameter | Type | Default | Notes |
|---|---|---|---|
hostname | string | "" | Displayed in the server browser. Max ~100 characters. |
password | string | "" | Leave empty for a public server. Players must enter this to join. |
passwordAdmin | string | "" | Used with the #login command in-game. Set this on every server. |
description | string | "" | Multi-line descriptions are not supported. Keep it short. |
Network & Security
maxPlayers = 60; // Maximum player slots
verifySignatures = 2; // PBO signature verification (only 2 is supported)
forceSameBuild = 1; // Require matching client/server exe version
enableWhitelist = 0; // Enable/disable whitelist
disableVoN = 0; // Disable voice over network
vonCodecQuality = 20; // VoN audio quality (0-30)
guaranteedUpdates = 1; // Network protocol (always use 1)| Parameter | Type | Valid Values | Default | Notes |
|---|---|---|---|---|
maxPlayers | int | 1-60 | 60 | Affects RAM usage. Each player adds ~50-100 MB. |
verifySignatures | int | 2 | 2 | Only value 2 is supported. Verifies PBO files against .bisign keys. |
forceSameBuild | int | 0, 1 | 1 | When 1, clients must match the server's exact executable version. Always keep at 1. |
enableWhitelist | int | 0, 1 | 0 | When 1, only Steam64 IDs listed in whitelist.txt can connect. |
disableVoN | int | 0, 1 | 0 | Set to 1 to completely disable in-game voice chat. |
vonCodecQuality | int | 0-30 | 20 | Higher values mean better voice quality but more bandwidth. 20 is a good balance. |
guaranteedUpdates | int | 1 | 1 | Network protocol setting. Always use 1. |
Shard ID
shardId = "123abc"; // Six alphanumeric characters for private shards| Parameter | Type | Default | Notes |
|---|---|---|---|
shardId | string | "" | Used for private hive servers. Players on servers with the same shardId share character data. Leave empty for a public hive. |
Gameplay Rules
disable3rdPerson = 0; // Disable third-person camera
disableCrosshair = 0; // Disable the crosshair
disablePersonalLight = 1; // Disable the ambient player light
lightingConfig = 0; // Night brightness (0 = brighter, 1 = darker)| Parameter | Type | Valid Values | Default | Notes |
|---|---|---|---|---|
disable3rdPerson | int | 0, 1 | 0 | Set to 1 for first-person-only servers. This is the most common "hardcore" setting. |
disableCrosshair | int | 0, 1 | 0 | Set to 1 to remove the crosshair. Often paired with disable3rdPerson=1. |
disablePersonalLight | int | 0, 1 | 1 | The "personal light" is a subtle glow around the player at night. Most servers disable it (value 1) for realism. |
lightingConfig | int | 0, 1 | 0 | 0 = brighter nights (moonlight visible). 1 = pitch-black nights (requires flashlight/NVG). |
Time & Weather
serverTime = "SystemTime"; // Initial time
serverTimeAcceleration = 12; // Time speed multiplier (0-24)
serverNightTimeAcceleration = 1; // Night time speed multiplier (0.1-64)
serverTimePersistent = 0; // Save time between restarts| Parameter | Type | Valid Values | Default | Notes |
|---|---|---|---|---|
serverTime | string | "SystemTime" or "YYYY/MM/DD/HH/MM" | "SystemTime" | "SystemTime" uses the machine's local clock. Set a fixed time like "2024/9/15/12/0" for a permanent daytime server. |
serverTimeAcceleration | int | 0-24 | 12 | Multiplier for in-game time. At 12, a full 24-hour cycle takes 2 real hours. At 1, time is real-time. At 24, a full day passes in 1 hour. |
serverNightTimeAcceleration | float | 0.1-64 | 1 | Multiplied by serverTimeAcceleration. At value 4 with acceleration 12, night passes at 48x speed (very short nights). |
serverTimePersistent | int | 0, 1 | 0 | When 1, the server saves its in-game clock to disk and resumes from it after restart. When 0, time resets to serverTime on every restart. |
Common Time Configurations
Always daytime:
serverTime = "2024/6/15/12/0";
serverTimeAcceleration = 0;
serverTimePersistent = 0;Fast day/night cycle (2-hour days, short nights):
serverTime = "SystemTime";
serverTimeAcceleration = 12;
serverNightTimeAcceleration = 4;
serverTimePersistent = 1;Real-time day/night:
serverTime = "SystemTime";
serverTimeAcceleration = 1;
serverNightTimeAcceleration = 1;
serverTimePersistent = 1;Performance & Login Queue
loginQueueConcurrentPlayers = 5; // Players processed at once during login
loginQueueMaxPlayers = 500; // Max login queue size| Parameter | Type | Default | Notes |
|---|---|---|---|
loginQueueConcurrentPlayers | int | 5 | How many players can load in simultaneously. Lower values reduce server load spikes after a restart. Raise to 10-15 if your hardware is strong and players complain about queue times. |
loginQueueMaxPlayers | int | 500 | If this many players are already queuing, new connections are rejected. 500 is fine for most servers. |
Persistence & Instance
instanceId = 1; // Server instance identifier
storageAutoFix = 1; // Auto-repair corrupted persistence files| Parameter | Type | Default | Notes |
|---|---|---|---|
instanceId | int | 1 | Identifies the server instance. Persistence data is stored in storage_<instanceId>/. If you run multiple servers on the same machine, give each a different instanceId. |
storageAutoFix | int | 1 | When 1, the server checks persistence files on startup and replaces corrupted ones with empty files. Always leave this at 1. |
Mission Selection
class Missions
{
class DayZ
{
template = "dayzOffline.chernarusplus";
};
};The template value must exactly match a folder name inside mpmissions/. Available vanilla missions:
| Template | Map | DLC Required |
|---|---|---|
dayzOffline.chernarusplus | Chernarus | No |
dayzOffline.enoch | Livonia | Yes |
dayzOffline.sakhal | Sakhal | Yes |
Custom missions (e.g., from mods or community maps) use their own template name. The folder must exist in mpmissions/.
Complete Example File
This is the complete default serverDZ.cfg with all parameters:
hostname = "EXAMPLE NAME"; // Server name
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
description = ""; // Server browser description
enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
maxPlayers = 60; // Maximum amount of players
verifySignatures = 2; // Verifies .pbos against .bisign files (only 2 is supported)
forceSameBuild = 1; // Require matching client/server version (value 0-1)
disableVoN = 0; // Enable/disable voice over network (value 0-1)
vonCodecQuality = 20; // Voice over network codec quality (values 0-30)
shardId = "123abc"; // Six alphanumeric characters for private shard
disable3rdPerson = 0; // Toggles the 3rd person view (value 0-1)
disableCrosshair = 0; // Toggles the cross-hair (value 0-1)
disablePersonalLight = 1; // Disables personal light for all clients
lightingConfig = 0; // 0 for brighter, 1 for darker night
serverTime = "SystemTime"; // Initial in-game time ("SystemTime" or "YYYY/MM/DD/HH/MM")
serverTimeAcceleration = 12; // Time speed multiplier (0-24)
serverNightTimeAcceleration = 1; // Night time speed multiplier (0.1-64), also multiplied by serverTimeAcceleration
serverTimePersistent = 0; // Save time between restarts (value 0-1)
guaranteedUpdates = 1; // Network protocol (always use 1)
loginQueueConcurrentPlayers = 5; // Players processed simultaneously during login
loginQueueMaxPlayers = 500; // Maximum login queue size
instanceId = 1; // Server instance id (affects storage folder naming)
storageAutoFix = 1; // Auto-repair corrupted persistence (value 0-1)
class Missions
{
class DayZ
{
template = "dayzOffline.chernarusplus";
};
};Launch Parameters That Override Config
Some settings can be overridden via command-line parameters when launching DayZServer_x64.exe:
| Parameter | Overrides | Example |
|---|---|---|
-config= | Config file path | -config=serverDZ.cfg |
-port= | Game port | -port=2302 |
-profiles= | Profiles output directory | -profiles=profiles |
-mod= | Client-side mods (semicolon-separated) | -mod=@CF;@VPPAdminTools |
-servermod= | Server-only mods | -servermod=@MyServerMod |
-BEpath= | BattlEye path | -BEpath=battleye |
-dologs | Enable logging | -- |
-adminlog | Enable admin logging | -- |
-netlog | Enable network logging | -- |
-freezecheck | Auto-restart on freeze | -- |
-cpuCount= | CPU cores to use | -cpuCount=4 |
-noFilePatching | Disable file patching | -- |
Full Launch Example
start DayZServer_x64.exe ^
-config=serverDZ.cfg ^
-port=2302 ^
-profiles=profiles ^
-mod=@CF;@VPPAdminTools;@MyMod ^
-servermod=@MyServerOnlyMod ^
-dologs -adminlog -netlog -freezecheckMods are loaded in the order specified in -mod=. Dependency order matters: if Mod B requires Mod A, list Mod A first.
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