I have a problem. I`m experimenting with server creation and I can`t configure server time. The thing is I set it properly as sample says serverTime="2018/12/10/12/11" - and it shows in the list as a daytime, but when i log in it`s nighttime. Even when I put it as a systemTime still in a middle of the day it`s night on a server... I`m just confused because like month ago I did all this and it worked just fine but now it`s pain in a bum. Here will be my settings:
hostname = "Test"; // Server name
password = ""; // Password to connect to the server
passwordAdmin = "qwertyuiop"; // Password to become a server admin
maxPlayers = 30; // 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="2018/12/10/12/11"; // 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=1; // 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.
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 = 10; // 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>
};
};