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To create an Arma 3 dedicated-server configuration, write a plain-text file containing the settings you need, then start the server with -config=<filename>. The conventional name is server.cfg, but Arma 3 does not require that name. Keep the separate network file, commonly called basic.cfg, on the -cfg parameter. This guide builds a working configuration, explains the important directives, secures the server against unwanted clients, and shows how to validate and troubleshoot it.
What server.cfg does—and what it does not do
Arma 3 uses a server configuration file for multiplayer behavior such as the displayed server name, passwords, player capacity, voting, welcome messages, logging, mission rotation, difficulty, and client-security checks. Bohemia’s reference also makes an important distinction: server.cfg is not a reserved filename. The dedicated server loads whichever file you identify with -config. If you omit that parameter, no server configuration file is loaded.
The basic network configuration is a different file. Select it with -cfg; do not assume that putting network values in server.cfg makes the server read them as a basic.cfg file. A typical launch line therefore contains both options:
arma3server_x64 -config=server.cfg -cfg=basic.cfg
The executable name and path vary with your installation. Use the 64-bit server executable where it is available, and use paths that point to the files belonging to the instance you are starting.
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Install the dedicated server first
Install the Arma 3 Server tool from Steam’s Tools library, or install the dedicated server with SteamCMD. Put the server in its own directory rather than mixing it with a normal game client installation. A dedicated directory makes updates, logs, mods, backups, and multiple instances easier to control.
- Choose a stable location. Use a directory whose service account can read the game files and write logs and profile data.
- Update before configuring. The mission templates and mod files named in your configuration must exist in the server installation you actually launch.
- Keep instance files together. Store the configuration, any
basic.cfg, startup script, and instance-specific logs where an administrator can identify them unambiguously. - Record the executable and working directory. Relative paths are interpreted from the process context, so launching from an unexpected directory is a common cause of “missing” files.
Build the file step by step
1. Create a plain-text configuration
Create a new file in the server directory and save it as server.cfg. Use a plain-text editor, not a word processor. The conventional extension is .cfg; the filename itself can be changed later as long as the launch command’s -config value changes with it.
Arma configuration syntax uses assignments ending in semicolons. Text values are quoted, arrays use square brackets, and named blocks such as class Missions contain nested settings. Preserve the punctuation exactly, particularly semicolons and braces.
2. Set identity and access controls
Begin with a name players can recognize and separate the two kinds of passwords. The join password controls entry to the server; passwordAdmin protects administrative login. An optional serverCommandPassword is used for server-command access. Never reuse an ordinary account password for an administrative secret.
hostname = "My Arma 3 Server";
password = "";
passwordAdmin = "REPLACE_WITH_A_LONG_UNIQUE_SECRET";
serverCommandPassword = "ANOTHER_UNIQUE_SECRET";
An empty join password creates an open server, while a non-empty value requires clients to enter it. Keep the value out of public documentation and startup scripts that are readable by unrelated users.
You can authorize administrators by UID instead of giving everyone the shared administrator password:
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Replace those example identifiers with the UIDs you intend to authorize. Authorized users can use #login without the shared password; test the method you choose before handing out access.
3. Choose capacity and persistence
Set maxPlayers to the largest player count the instance should advertise and accept:
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maxPlayers = 20;
The effective capacity can still be lower because a mission cannot provide more playable slots than it contains. A 20-player setting does not create 20 mission positions if the selected scenario has fewer.
Use persistent = 1; when the mission should continue after players leave, or when you start the server with -autoInit. The startup-parameter documentation states that Persistent = 1; is required for -autoInit; without it, that startup option is skipped.
persistent = 1;
4. Add the welcome message and log
motd[] accepts one or more lines shown to joining players. motdInterval controls the delay between lines. A text log is enabled with logFile; choose a filename that makes rotation and incident review practical.
motd[] = {
"Welcome to the server",
"Read the rules before joining a mission"
};
motdInterval = 5;
logFile = "server_console.log";
If you run several instances, give each one a distinct log filename or directory so that a restart on one instance does not obscure another instance’s history.
5. Define the mission cycle
A mission definition tells the server what scenario to load. Put mission entries inside class Missions, then give each entry a unique class name such as Mission1. The template value must match the installed mission’s name and map in the form MissionName.MapName. difficulty selects the difficulty profile, and class Params {} provides a place for mission parameters.
class Missions {
class Mission1 {
template = "MyMission.Altis";
difficulty = "Regular";
class Params {};
};
class Mission2 {
template = "AnotherMission.Stratis";
difficulty = "Veteran";
class Params {};
};
};
Verify every template against the files installed on the server. A spelling difference, wrong map name, or missing workshop/mod content can prevent the intended mission from loading. Add missionWhitelist[] only when you want to restrict which missions can be selected; do not add it merely because the file contains a mission cycle.
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For a conventional public server, enable BattlEye, require signature verification, and disallow file patching unless you have a documented reason to relax that policy:
BattlEye = 1;
verifySignatures = 2;
allowedFilePatching = 0;
These settings address different parts of the trust boundary. BattlEye enables the anti-cheat system. Signature verification checks whether client content is signed as expected. File-patching policy controls whether clients can use file-patching behavior that is useful for development but inappropriate on a security-focused public instance.
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Review the extension allow-lists before deploying a custom mission or script framework. The relevant directives are:
allowedFileLoadExtensions[]for file-loading extensions your content genuinely needs.allowedPreprocessFileExtensions[]for files processed by the engine.allowedHTMLLoadExtensions[]for HTML-related loading used by the mission or interface.
Do not copy a broad allow-list from an unrelated server. Start with the smallest set required by the missions and mods you run, then add an extension only after identifying the content that needs it. Test both a legitimate client and a deliberately mismatched client so that a permissive change does not go unnoticed.
A minimal starter configuration
The following file contains the functional core: identity, administration, capacity, persistence, a welcome message, logging, security defaults, and one mission. Replace the mission template and secrets before starting the instance.
hostname = "My Arma 3 Server";
password = "";
passwordAdmin = "REPLACE_WITH_A_LONG_UNIQUE_SECRET";
maxPlayers = 20;
persistent = 1;
motd[] = {"Welcome to the server"};
motdInterval = 5;
logFile = "server_console.log";
BattlEye = 1;
verifySignatures = 2;
allowedFilePatching = 0;
class Missions {
class Mission1 {
template = "MyMission.Altis";
difficulty = "Regular";
class Params {};
};
};
This is an illustrative starting point, not a universal mod pack or difficulty recommendation. Add only the directives your instance needs, and keep a dated copy whenever you change a security, mission, or access setting.
Parameter reference for the settings that matter most
| Directive | Purpose | Operational decision |
|---|---|---|
hostname |
Text displayed for the server. | Use a stable name that identifies the community or instance without exposing secrets. |
password |
Optional password required to join. | Leave it empty for an open server or set a separate join password for a private one. |
passwordAdmin |
Shared administrative login secret. | Use a long, unique value and restrict who can read the file. |
serverCommandPassword |
Password for server-command access. | Set it only when your administration workflow needs it, and do not reuse another secret. |
admins[] |
UIDs allowed to use #login without the shared password. |
Keep the list limited to current administrators and remove departed users. |
maxPlayers |
Configured player ceiling. | Remember that a mission’s available slots can impose a lower effective limit. |
persistent |
Keeps a mission running when players leave. | Set it to 1 when persistence is required, including with -autoInit. |
motd[] |
One or more welcome lines. | Use it for concise rules or connection information, not credentials. |
motdInterval |
Delay between MOTD lines. | Set a delay appropriate to the number of lines you display. |
logFile |
Text console log filename. | Use a per-instance name and include logs in your backup or retention plan. |
class Missions |
Container for mission-cycle entries. | Check every template against installed content after updates. |
difficulty |
Difficulty profile for a mission entry. | Choose the profile your community expects and test the resulting restrictions. |
missionWhitelist[] |
Limits selectable missions. | Add it only when you need to restrict selection. |
BattlEye |
Enables BattlEye when set to 1. |
Keep enabled for a normal public deployment. |
verifySignatures |
Controls signature verification. | Use 2 when you want signature verification enforced. |
allowedFilePatching |
Controls file-patching permission. | 0 is the restrictive baseline; relax it only for a controlled development case. |
Start the server with the right files
The configuration is inert until the process selects it. From the directory containing the executable and configuration, launch the 64-bit server with:
arma3server_x64 -config=server.cfg -cfg=basic.cfg
If you named the files differently, substitute those names. If you omit -config, the process starts without the server configuration. If you provide only -config, the server still has no separate basic network file selected. Keep the startup command under version control or in a protected service definition so that a restart uses the same files you tested.
For multiple instances, give each process its own working directory or explicit paths. This prevents one instance from loading another instance’s mission list, log filename, or credentials.
Open and forward the network paths
An Internet-facing Arma 3 server behind NAT or a firewall needs the game port and Steam ports used by that instance forwarded or opened. The exact values depend on the startup and network configuration you choose, so do not copy a port number from an unrelated tutorial without checking your own launch settings.
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- Identify the ports bound by the instance and document them beside the startup command.
- Allow those ports through the host firewall.
- If the server is behind a router, forward the same ports to the server’s fixed internal address.
- Check that another instance or service is not already using the ports.
- Test from a connection outside the local network; a local test alone can succeed even when NAT forwarding is wrong.
Changing ports later requires updating the firewall and router rules together. A server that appears to start normally but is invisible to remote players usually has a reachability or port-mapping problem rather than a malformed mission class.
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Do not wait for a public event to discover a typo. Validate one layer at a time:
- Process start: confirm the executable remains running and the console or log does not report a configuration parse error.
- Identity: find the server in the browser and verify the hostname is the value in the file.
- Capacity: check the displayed player limit, then compare it with the number of playable slots in the mission.
- Administration: test
#loginwith the intended password, or confirm that a UID inadmins[]is authorized. - Access: join once with the intended password and once without it if the server is private, verifying the expected result.
- Mission cycle: load every
class Missionentry, not just the first one. - Security: join with the exact mod set your community will use, then test a deliberately missing, extra, or mismatched signed mod to confirm the policy behaves as intended.
- Remote reachability: repeat the test from outside the server’s local network after firewall and NAT changes.
These checks establish that your particular combination of executable, files, mission content, ports, and client mods works; they are not a guarantee that every future update or third-party mission will behave identically.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why the server is not loading your config
The file name is correct, but the command does not select it
The name server.cfg has no special status. Inspect the actual startup command for -config=server.cfg (or the correct path). A missing or misspelled option means no server configuration is loaded.
You edited the wrong copy
Search the service definition, batch file, or container command for the working directory and absolute paths. If the process starts in a different directory, a relative -config=server.cfg can point to another file—or to nothing.
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Check that every assignment ends with a semicolon, every quoted value has both quotation marks, and every class block has matching braces. Temporarily reduce the file to the minimal starter, confirm that it loads, and add your sections back in small groups. This isolates a malformed line faster than changing many directives at once.
The server starts, but a mission does not
Compare the template value character by character with the installed mission and map names. Confirm that required workshop or mod content is installed on the server and that the client uses the matching content. A valid configuration cannot load a mission that is absent from the installation.
Clients with the wrong mods can still join
Check that BattlEye = 1, verifySignatures = 2, and allowedFilePatching = 0 are present in the file actually selected by -config. Then review the extension allow-lists: broad allowances can weaken the boundary, while an overly narrow list can break legitimate missions. Test with a known-good client and a deliberately mismatched one.
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-autoInit appears to be ignored
Set persistent = 1;. The startup-parameter documentation requires that value for -autoInit; adding the startup switch without the configuration setting does not produce the intended persistent initialization.
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Local players connect, but Internet players cannot
Verify the host firewall, router forwarding, fixed internal address, and the ports actually selected by the instance. Test from an external network and make sure a second instance has not claimed the same port set.
Hand-written file, web generator, or management GUI?
A generator can reduce typing, but it does not replace knowledge of what the server is loading. Treat generated output as a draft and compare it with the current Bohemia parameter reference after game updates. A management GUI adds operational controls, but it introduces another component that must be kept compatible with the server version.
| Approach | Strengths | Risks and checks | Best fit |
|---|---|---|---|
Hand-written server.cfg |
Complete control, transparent text, easy diffing and backup, no extra management layer. | You must understand syntax, defaults, mission names, secrets, and security settings. | One or a few instances where reproducible configuration matters. |
| Web generator | Forms group settings into identity, players, voting, security, behaviour, mission-cycle, and advanced tabs; advertised presets include secure public, private, modded-coop, and headless-client setups. | Generated values may reflect an older game version or a preset you did not intend. Inspect every exported line before deployment. | Administrators who want a first draft or need help discovering available fields. |
| Open-source management GUI | The advertised Arma-Server-Web-Gui includes start/stop controls, console and player views, editing for server.cfg and basic.cfg, difficulty and mission management, mod installation, launcher-preset import, and SteamCMD integration for Windows and Linux. |
It is optional software; check its supported server version, authentication model, update process, and backup behavior before production use. | Communities operating several instances or delegating routine administration. |
Regardless of the tool, retain the exported text file. It is the clearest record of the effective settings and gives you a recovery path if a web account, GUI database, or preset becomes unavailable.
Maintain the configuration after launch
Back up before every change
Keep the last known-good configuration and a dated change log. Record why you changed a password, mission template, security directive, extension list, or port. When a server update changes behavior, you can compare the working file with the new draft instead of guessing which line caused a regression.
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Update content and configuration together
After a game, mission, or mod update, recheck every mission template, the client/server mod set, and the signature behavior. A generated file should be reviewed again after updates because its assumptions may lag behind the installed server version.
Separate secrets from general documentation
Share the hostname, mission schedule, and connection instructions freely, but protect passwordAdmin, serverCommandPassword, and any private join password. Limit file permissions and redact secrets from screenshots, public repositories, and support posts.
Plan for logs and restarts
Use a predictable log filename, retain enough history to investigate failed joins or unexpected restarts, and make sure the service account can write to the destination. Test a controlled stop and start so that the instance returns with the same -config, -cfg, mission cycle, and port assignments.
Recommended workflow for a new server
- Install the dedicated server in a dedicated directory with Steam’s Tools library or SteamCMD.
- Create a plain-text
server.cfgand add the identity, access, capacity, persistence, MOTD, logging, mission, and security sections. - Confirm that each mission template and required mod exists in the installed content.
- Start with
arma3server_x64 -config=server.cfg -cfg=basic.cfg, adjusting paths to your installation. - Read the startup output and log before inviting players.
- Open and forward the ports selected by the instance, then test from outside the local network.
- Run the layered validation checklist, including administrator access, mission rotation, passwords, and mismatched-mod behavior.
- Only after the manual configuration works, decide whether a generator or GUI would save time for future edits.
The reliable principle is simple: the launcher selects the file, the file defines the server, and the installed mission and network environment determine whether those settings can take effect. Keep those three layers aligned and a generated or hand-written configuration remains understandable and recoverable.
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