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Arma 3’s server.cfg is the plain-text file that defines how your dedicated server appears, who can join, which security checks run, how voting works, and which missions rotate. For a public server, start with BattlEye = 1, verifySignatures = 2, and allowedFilePatching = 0, then change access, capacity, and mission settings to fit your community.
The examples below are a practical configuration pattern, not a claim about engine defaults. Bohemia Interactive’s live wiki is the authority for version-specific parameters and defaults; search-result material has conflicting information about the default for allowedFilePatching.
What server.cfg controls
server.cfg is loaded by an Arma 3 dedicated server at startup. It contains text entries such as the browser name, join and administrator passwords, player limit, anti-cheat mode, signature policy, file-patching policy, voting rules, and mission rotation. The file is not a mod, executable, or physical accessory: it is a text configuration file edited on the machine running the server or through a hosting control panel.
Most entries use an assignment followed by a semicolon. Strings are enclosed in quotation marks, numbers are written without quotation marks, and arrays use braces. A malformed line can prevent a setting from loading or stop the server from starting, so preserve the original punctuation when editing.
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How to edit and apply a configuration safely
- Stop the dedicated server. Editing while the process is writing logs or rewriting configuration can leave you with a partial file.
- Open the file in a plain-text editor. If your provider supplies a panel, use its file editor; otherwise open the
server.cfgfile on the server host. Do not use a word processor that adds formatting. - Make a dated backup. Keep a copy of the last known-good file, for example
server.cfg.2026-10-14, before changing security or mission settings. - Change one group of settings at a time. Save identity and access changes separately from security or mission-rotation changes so a failure is easy to isolate.
- Check syntax. Look for a missing semicolon, unmatched quote, or unmatched brace. Keep values in the type expected by the parameter: numbers as numbers, strings in quotes, and arrays inside braces.
- Start the server and read its log. Confirm that the process reaches the listening state and that the intended mission is available. A hosting panel may expose a separate “validate” or “restart” action; use it after saving.
- Test from a client. Verify the browser name, password prompt, administrator login, signature behavior, and mission list from a normal player account. Test a second client if you changed duplicate-ID handling or player limits.
Identity, access, and capacity settings
hostname: the public server name
hostname is the name displayed in the in-game server browser. Use a short, recognizable name and include a region, language, or major ruleset only if it helps players identify the correct server. Changing this value affects discoverability, not the network address.
password: the player join password
password controls entry to the server. An empty value makes the server public; a non-empty value requires players to enter that password before joining. Keep the join password separate from the administrator password, and change it whenever it has been shared beyond the intended group.
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passwordAdmin: in-game administrator authentication
passwordAdmin is used with the in-game #login command. It does not replace the player join password. Treat it as a privileged credential: do not publish it in a server name, welcome message, mod documentation, or public chat.
maxPlayers: the configured player ceiling
maxPlayers sets the server’s player cap, but it cannot create additional mission slots. The effective limit is the lower of the value in server.cfg and the number of slots defined by the running mission. Set it to a level your CPU and RAM can sustain rather than choosing a number solely because the software accepts it.
motd[] and motdInterval: welcome messages
motd[] is an array of welcome lines. motdInterval specifies the delay between those lines in seconds. Use the messages for concise rules, voice-server details, restart information, or a support contact. Do not put passwords or sensitive administration information in them.
| Setting | Purpose | Important qualification |
|---|---|---|
hostname |
Name shown in the server browser | Does not change the address or mission slots |
password |
Player join password | An empty value makes the server public |
passwordAdmin |
Password for #login |
Keep it distinct from the join password |
maxPlayers |
Configured player cap | Effective capacity is the lower of this value and mission slots |
motd[] |
Array of welcome lines | Displayed according to motdInterval |
motdInterval |
Delay between welcome lines | Measured in seconds |
A minimal access-and-identity example
hostname = "Example Arma 3 Server";
password = "";
passwordAdmin = "Use-a-long-admin-secret";
maxPlayers = 40;
motd[] = {"Welcome", "Read the rules before joining"};
motdInterval = 5;
The values in this block are illustrative. Replace the name, administrator secret, capacity, and messages with values appropriate to your server.
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Security and anti-cheat settings
BattlEye: enable the anti-cheat client
BattlEye controls whether the BattlEye anti-cheat client is enabled. A value of 1 enables it; the Bohemia Interactive wiki lists 1 as the default and recommended value. Guides for public listing commonly treat BattlEye as required, so disabling it can keep a server from meeting public-server expectations even if the process otherwise runs.
verifySignatures: validate signed PBO files
verifySignatures controls checking of .pbo files against their .bisign signatures:
| Value | Behavior | Typical use |
|---|---|---|
0 |
Signature checking disabled | Not appropriate for a normally secured public server |
1 |
Prefer version 2 signatures but accept version 1 | Compatibility where older signed content must still connect |
2 |
Require version 2 signatures | Usual public-server choice |
Use 2 when every client should present version 2-signed content. The documented meaning of 1 is “accept version 1 and version 2”; an unsupported claim that the engine silently converts it to 2 should not be used as a configuration assumption.
allowedFilePatching: control client file patching
allowedFilePatching determines which clients may use file patching:
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For a public server, 0 is the normal security baseline. Development servers and headless-client workflows may require another value. The default is not stated here because available references disagree; do not infer a default from a third-party generator.
filePatchingExceptions: narrow bypasses
filePatchingExceptions identifies whitelisted clients that ignore the ordinary allowedFilePatching and verifySignatures rules. This is a deliberate security bypass. Use it only for known development or service clients, keep the list as small as possible, and remove entries that are no longer needed. The exact identifier syntax should be taken from the current Bohemia Interactive documentation rather than copied from an unrelated configuration example.
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allowedLoad and allowedPreprocess: extension allowlists
These file-extension arrays limit what loadFile and preprocessFile may read. They are useful when a mission needs controlled access to specific file types, but the complete supported extension list and exact array syntax are version-sensitive. Add only the extensions your mission requires and consult the live security section of the Bohemia Interactive wiki for the authoritative list.
Security baseline for a public server
BattlEye = 1;
verifySignatures = 2;
allowedFilePatching = 0;
This combination reflects community consensus for a normal public server, not a guarantee that every mod or development workflow will work unchanged. If a trusted headless client or developer needs file patching, change the narrowest control necessary and document why.
Gameplay, administration, and compatibility settings
persistent: keep the mission alive when empty
persistent controls whether the mission continues running after the last player leaves. Enabling persistence is useful for cooperative or campaign servers where progress should remain in the current mission state. If you prefer every session to start fresh, leave persistence disabled according to your chosen server behavior.
voteMissionPlayers and voteThreshold: mission voting
voteMissionPlayers is the minimum number of players needed before a mission vote can start. voteThreshold is the fraction of votes required for the proposal to pass. Treat the threshold as a proportion, not a percentage string: a value such as 0.5 represents half of the required votes. Set both together; a low player trigger with a high threshold can make votes difficult, while a low threshold can let a small group change the mission unexpectedly.
kickDuplicate: duplicate player IDs
kickDuplicate controls whether the server kicks a second connection using the same player ID. Enabling duplicate kicking helps prevent one identity from maintaining simultaneous connections, but test it with your administration and reconnect procedures before applying it to a busy server.
forcedDifficulty: enforce a difficulty level
forcedDifficulty enforces the difficulty selected by the server rather than allowing each client or mission to choose independently. Use it when consistent view, aiming, interface, or assistance rules matter to your community. Confirm that the value you enter matches a difficulty supported by your Arma 3 build and mission setup.
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requiredBuild: reject older clients
requiredBuild prevents clients on a lower game build from connecting. This is useful after a server update when allowing older clients would create compatibility problems. Communicate the required build to players before enforcing it, because a rejected client must update rather than fix a password or mod error.
Mission rotation with the class Missions block
Mission rotation is declared in a class Missions block. Each entry names a mission template—the filename without the .pbo extension—and a difficulty. The template must exist in the server’s mission files and be available to the connecting clients when required by the scenario.
class Missions
{
class Mission1
{
template = "ExampleMission";
difficulty = "Regular";
};
class Mission2
{
template = "AnotherMission";
difficulty = "Veteran";
};
};
Mission1 and Mission2 are entry names; the values after template are the mission names without .pbo. Replace the illustrative names and difficulty values with the exact entries installed on your server. A typo in the template, a missing mission file, or an unsupported difficulty can result in an empty rotation or a mission-selection error.
Rotation checklist
- Confirm every template matches the mission filename exactly, apart from the omitted
.pbosuffix. - Make sure the mission’s slot count is compatible with
maxPlayers. - Use a separate class entry for each rotation item.
- Restart and watch the server log after changing the block.
- Join as a player and verify that the expected mission and difficulty appear.
Recommended configurations by server purpose
| Server type | BattlEye |
verifySignatures |
allowedFilePatching |
Notes |
|---|---|---|---|---|
| Public community server | 1 |
2 |
0 |
Strong baseline for open play; use signed content |
| Private testing server | 1 unless testing requires otherwise |
Choose the strictest value compatible with the test | 2 may be needed for developer testing |
Restrict access with password and return to public values before opening the server |
| Headless-client workflow | 1 |
2 where supported content permits |
1 |
Allows file patching for headless clients only |
| Developer exception | 1 |
Keep normal verification where possible | Use the narrowest required value | Prefer a tightly controlled filePatchingExceptions entry over a broad public bypass |
The table describes operating patterns, not universal defaults. Mod requirements, headless clients, and private test procedures can justify different values; record those deviations so the security posture is clear to every administrator.
Common problems and precise fixes
The server is visible but nobody can join
- Check whether
passwordis non-empty and distribute the current password only to intended players. - Compare the mission’s slot count with
maxPlayers; the smaller number is the actual capacity. - If clients are rejected for signatures, verify that their mod files contain matching version 2 signatures when
verifySignatures = 2. - Check
requiredBuildif the rejection mentions an older client build.
A modded client is kicked for file or signature errors
- Confirm that every client has the same signed PBO content and that the server’s signature policy matches the intended mod set.
- Do not solve a public-server signature mismatch by setting
verifySignatures = 0unless you deliberately accept the security consequences. - If a developer or headless client genuinely needs file patching, use the narrowest appropriate
allowedFilePatchingvalue and an exception list only where necessary.
The server starts with the wrong mission
- Inspect the
class Missionsbraces, semicolons, template spelling, and difficulty values. - Ensure the template name omits only the
.pbosuffix; do not omit other parts of the filename. - Restart after saving and confirm the selected mission in the server log.
Players report inconsistent difficulty or voting
- Set
forcedDifficultyif the server must enforce one difficulty. - Raise or lower
voteMissionPlayersto control when voting becomes available. - Adjust
voteThresholdas a fraction of votes, then test with the actual group size.
An administrator cannot use #login
Check that the administrator is using the value from passwordAdmin, not the player join password. Confirm that the edited file is the one loaded by the running instance, restart the server after saving, and look for configuration errors in the startup log. Never paste the administrator password into a public support channel while troubleshooting.
Hosting panel versus direct file access
Some hosts expose the complete server.cfg file; others provide form fields that generate or overwrite it. Direct access gives you precise control over arrays, mission classes, and security exceptions. A panel can be easier for routine changes but may hide parameters or rewrite formatting when you save.
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Before choosing a workflow, verify three things:
- Whether the panel exposes
class Missions, security settings, and file-extension arrays rather than only basic fields. - Whether a restart is automatic after saving or must be requested separately.
- Whether you can download a backup and inspect the generated file before the server starts.
If a panel and a manually edited file disagree, determine which one is authoritative. Keep a local copy of the final configuration and record changes in an administrator log.
Defaults, versions, and what to verify on the live wiki
Arma 3 configuration behavior can change with engine versions, and third-party guides may preserve older defaults. The value meanings above are the useful operational contract, but exact defaults should be checked against the current Bohemia Interactive wiki for the build you operate.
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In particular, the default for allowedFilePatching is unresolved in the available references: one result presents 0 as a default, while another describes 1 as headless-client-only and 2 as all-client access without establishing a default. Set the value explicitly instead of relying on omission.
The same principle applies to less frequently used parameters and to the full syntax of filePatchingExceptions, allowedLoad, and allowedPreprocess. When a setting affects client admission or file execution, an explicit, documented value is safer than an assumed default.
Complete illustrative baseline
The following combines the main public-server choices with representative access, gameplay, and mission settings. It is a starting point to adapt, not a drop-in guarantee for every mod set or host.
hostname = "Example Arma 3 Server";
password = "";
passwordAdmin = "Use-a-long-admin-secret";
maxPlayers = 40;
motd[] = {"Welcome to the server", "Follow the community rules"};
motdInterval = 5;
BattlEye = 1;
verifySignatures = 2;
allowedFilePatching = 0;
persistent = 1;
voteMissionPlayers = 4;
voteThreshold = 0.5;
kickDuplicate = 1;
forcedDifficulty = "Regular";
requiredBuild = 0;
class Missions
{
class Mission1
{
template = "ExampleMission";
difficulty = "Regular";
};
};
Review every illustrative value before deployment. In particular, choose a real mission template, confirm its difficulty label, set a capacity that matches the mission and hardware, and decide whether persistence and voting fit your community.
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