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Configurer un serveur DayZ dédié pour sa communauté

Par Benjamin Dayan · PDG

· Mis à jour le October 16, 2026 · Lecture 6 min

Contents

The DayZ serverDZ.cfg file is the backbone of every community instance, controlling player slots, voice chat, BattlEye enforcement, and the overall feel of the map before a single survivor spawns in. Beyond this core configuration, cfggameplay.json shapes stamina and HUD behavior, while the loot economy files inside mpmissions decide what players actually find in Chernarus or Livonia. This guide walks through each layer, including port forwarding and mod loading through -mod parameters, so you can tune the experience for your community without guesswork.



Understanding DayZ serverDZ.cfg: Core Settings for Your Community

The DayZ serverDZ.cfg file sits at the root of the instance folder and is read every time the executable launches with the -config parameter. It's a plain text file using a simple key-value syntax, and it defines the identity, population limits, and base behavior of the map that your players will connect to. Getting this file right before opening the doors saves you from restarting mid-session and losing active connections.

Most admins start by editing the obvious fields: hostname, password, and maxPlayers. But the file also governs time flow, voice codec quality, and whether BattlEye signature verification is enforced on mods. A misconfigured verifySignatures value is one of the most common reasons players get kicked on connect, so double-check it matches your mod set.

If you'd rather skip the manual groundwork and jump straight into tuning the configuration itself, deploying through DayZ server hosting gives you instant access to serverDZ.cfg, mpmissions, and mod slots directly from a management panel, with backups already handled in the background.

Essential Parameters in serverDZ.cfg

ParameterPurposeExample
hostnameName shown in the server browser"Chernarus Hardcore Coop"
passwordJoin password for private groups"survive2024"
maxPlayersPopulation cap60
verifySignaturesEnforces BattlEye signature checks on mods2
forceSameBuildRejects clients on a different game build1
disableVoNDisables in-game voice chat0
vonCodecQualityVoice codec quality, 0-2015
serverTimeAccelerationDay length multiplier4
serverNightTimeAccelerationNight length multiplier6
respawnTimeSeconds before a dead player respawns5

A Minimal Working Example

hostname = "Chernarus Hardcore Coop";
password = "";
passwordAdmin = "AdminPass123";
maxPlayers = 60;
verifySignatures = 2;
forceSameBuild = 1;
disableVoN = 0;
vonCodecQuality = 15;
serverTime = "SystemTime";
serverTimeAcceleration = 4;
serverNightTimeAcceleration = 6;
serverTimePersistent = 1;
guaranteedUpdates = 1;
loginQueueConcurrentPlayers = 5;
loginQueueMaxPlayers = 500;
instanceId = 1;
storageAutoFix = 1;

Save changes, then restart the process so the updated serverDZ.cfg is read on the next boot. Keep a copy of the previous working version before every edit; a single syntax typo (a missing semicolon, for instance) will prevent the instance from launching at all.



Fine-Tuning Gameplay with cfggameplay.json

While serverDZ.cfg handles the connection layer, cfggameplay.json controls how the game actually feels moment to moment. This file lives in the root instance folder alongside serverDZ.cfg and is loaded automatically on startup if present. It governs stamina drain, UI elements, crosshair visibility, and third-person camera behavior, which makes it the go-to file for admins building a hardcore or a more casual ruleset.

Key Sections Inside cfggameplay.json

  • PlayerData - toggles the player list, stamina bar, and death screen info.
  • Stamina - adjusts sprint duration, weight penalties, and regeneration rate.
  • UI - controls crosshair, hit markers, and quickbar visibility.
  • Camera - enables or disables the third-person view entirely.
  • Features - handles weapon crosshair, map, stamina bar, and the ability to see your own name tag.

Example Snippet

{
  "PlayerData": {
    "SlotsInfoDisabled": false
  },
  "Stamina": {
    "StaminaEnabled": true,
    "Multiplier": 1.2
  },
  "UI": {
    "Crosshair": false,
    "ShowHUD": true
  },
  "Camera": {
    "ThirdPerson": false,
    "FreeLook": true
  }
}

Disabling third-person view is a common move for communities that want a more tactical, line-of-sight-dependent experience, while keeping the crosshair off forces players to rely on actual weapon handling instead of a fixed aim point. Test changes on a small population before pushing them live, since stamina and camera tweaks noticeably change how combat plays out.



Loot Economy Files Inside mpmissions

The loot economy is defined inside the mpmissions folder, under the mission directory matching your map (for example dayzOffline.chernarusplus). This is where types.xml, cfgeconomycore.xml, cfgspawnabletypes.xml, and events.xml live, and together they decide spawn rates, item categories, and how quickly the world restocks.

types.xml: Item Spawn Control

Each item entry defines nominal and min values (target and floor quantities), lifetime, restock timers, and category tags (weapons, food, containers, tools). Raising nominal values increases loot density across the map, while lowering lifetime forces faster despawn of unused items, which helps server performance on long sessions.

<type name="AKM">
  <nominal>8</nominal>
  <lifetime>14400</lifetime>
  <restock>1800</restock>
  <min>4</min>
  <category name="weapons"/>
  <usage name="Military"/>
</type>

cfgeconomycore.xml and events.xml

cfgeconomycore.xml maps which XML files govern which zones of the map, including custom territories added by mods. events.xml controls dynamic spawns like helicopter crashes, police cars, and infected waves, defining how many instances exist at once and their respawn interval.

FileRole
types.xmlDefines item nominal/min counts, lifetime, restock
cfgeconomycore.xmlLinks economy zones to their respective XML files
events.xmlDynamic events: heli crashes, police cars, infected waves
cfgspawnabletypes.xmlAttachments and loot tied to specific item spawns

Always back up the mpmissions folder before editing economy files, since a malformed XML tag will often stop the mission from loading altogether rather than just failing silently. Automated backups through a management panel make it straightforward to roll back a bad edit without losing hours of tuning work.



Port Forwarding and Mod Loading via -mod Parameters

Networking and mods are configured through startup parameters rather than the config files themselves. Correct port forwarding and a clean -mod string are what actually get players connected and loading the right content.

Ports to Open

PortProtocolPurpose
2302UDPMain game port
2303-2306UDPSteam query and reporting
27016UDPSteam master server registration

If you're running the process on your own machine, forward these ports on your router and check that no local firewall rule blocks them. On a Linux-based machine, this usually means adjusting ufw or iptables rules so the game ports stay reachable without exposing unrelated services.

sudo ufw allow 2302:2306/udp
sudo ufw allow 27016/udp
sudo ufw status

Loading Mods with -mod

Client-and-server mods go through the -mod parameter, while mods that only need to run on the backend (anti-cheat tools, admin frameworks) use -servermod so clients don't need to download them. Both accept semicolon-separated lists of mod folder names.

./DayZServer -config=serverDZ.cfg -port=2302 \
  -mod="@CF;@VPPAdminTools;@TraderPlus" \
  -servermod="@VPPAdminTools" \
  -profiles=profiles -BEpath=battleye -dologs -adminlog -netlog

Mod order matters when dependencies exist, such as @CF (Community Framework) typically loading before mods that rely on it. Keep mod folders updated to match the Steam Workshop versions your players are subscribed to, since a version mismatch combined with forceSameBuild or verifySignatures in serverDZ.cfg will reject connections even if the mod itself is installed correctly.

For broader background on deployment options beyond manual file editing, the All our game servers page lists supported titles, and a Pterodactyl VPS setup is worth considering if you manage multiple instances and want a consistent panel across all of them. Official syntax references are also useful when troubleshooting edge cases: Source.



FAQ

Why are players getting kicked right after connecting?

This is almost always a mismatch between verifySignatures or forceSameBuild in serverDZ.cfg and the actual mod versions or game build players are running. Confirm every mod folder matches the Workshop version and that signature files are present in the keys folder.

Where exactly should types.xml be edited for a specific map?

Edit the copy located inside mpmissions/[your-map-folder]/db/types.xml, not a generic template elsewhere. Each map mission folder keeps its own economy files, so changes to the wrong copy simply won't apply in game.

Can -mod and -servermod be used together in the same launch command?

Yes, and in most setups they should be. Use -mod for anything clients need to download and -servermod for backend-only tools like admin frameworks, which keeps client download size smaller and avoids exposing server-side logic to connecting players.

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