So my server Locally hosted on a google cloud machine its not showing up ive tried everything i opened all ports and shit but nothing is working
Server CFG
hostname = "PK GANG"; // Server name
password = ""; // Password to connect to the server
passwordAdmin = ""; // Password to become a server admin
enableWhitelist = 0; // Enable/disable whitelist (value 0-1)
maxPlayers = 60; // Maximum amount of players
steamqueryport = 2305;
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 = 20; // 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)
disablePersonalLight = 1; // Disables personal light for all clients connected to server
lightingConfig = 0; // 0 for brighter night setup, 1 for darker night setup
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=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=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
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>
// Vanilla mission: dayzOffline.chernarusplus
// DLC mission: dayzOffline.enoch
};
};
Start.bat
@echo off
:start
::Server name
set serverName=PK GANG
::Server files location
set serverLocation="c:\dayzserver\DZSALModServer"
::Server Port
set serverPort=2302
::Server config
set serverConfig=serverDZ.cfg
::Logical CPU cores to use (Equal or less than available)
set serverCPU=4
::Sets title for terminal (DONT edit)
title %serverName% batch
::DayZServer location (DONT edit)
cd "%serverLocation%"
echo (%time%) %serverName% started.
::Launch parameters (edit end: -config=|-port=|-profiles=|-doLogs|-adminLog|-netLog|-freezeCheck|-filePatching|-BEpath=|-cpuCount=)
start "DayZ Server" /min "DZSALModServer.exe" -config=%serverConfig% -port=2302 -profiles=Profilesfolder "-mod=@VPPAdminTools;@CF" -cpuCount=%serverCPU% -dologs -adminlog -netlog -freezecheck
::Time in seconds before kill server process (14400 = 4 hours)
timeout 10800
taskkill /im DayZServer_x64.exe /F
::Time in seconds to wait before..
timeout 10
::Go back to the top and repeat the whole cycle again
goto start