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Andrejs Pokovba

Server time issues

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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>
    };
};

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find weather.SetWindFunctionParams(0.1, 0.3, 50); in your init.c

add GetGame().GetWorld().SetDate(1995, 07, 16, 8, 0); right below that

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Hopefully this is fixed in version 1.0, but for now the only way to get it to work is editing the value in init.c.

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On 12/10/2018 at 4:54 PM, lartdeschoix said:

try with "time persistent 1 "

this is the fix for it what this guy said beans for you bro.

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While suffering from the same problem.

And reading up on it one night...

I came across a forum thread in some forum, maybe this one? (not sure)

But the OP said this is how he resolved the problem.

 

1. your time settings in serverdz.cfg are correct (in so much as the format is YYYY/MM/DD/HH/SS)

2. set your ACCELERATION to x48 - Yes I know its more than 24! but it works!
Once you see that daytime is coming, shutdown your server then RESET acceleration to x1 

And when you start your server next time everything is right

 

That ought to do it.

 

 

 

 

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