hostname = "Server Name Here"; // 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="2020/04/20/12/20";    // 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=12; // Accelerated Time (value 0-24)// This is a time
multiplier for in-game time. In this case, the time would move 24 times faster than
normal, so an entire day would pass in one hour.
serverNightTimeAcceleration=3; // 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=1;     // 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
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>
    };
};
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= 225;               // 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 = 2302;      // 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)