These are the options on the Settings, Game Settings page of a PlayNHost Arma 3 server, taken from the panel's own definitions. Rows marked read only are set by your plan or the server and cannot be changed.
All settings
| Setting | What it does | Allowed | Default | |
|---|---|---|---|---|
| Automatic Updates | Quickly checks for server updates on startup, and updates if necessary. Workshop mods listed by ID are also checked, but their automatic download is not guaranteed, so check their @ folders in Files. | on or off | on | |
| Arma 3 Branch (CDLC, etc.) | Downloads/Updates a specific Arma 3 branch during server install or the next Automatic Update. "public" is the default branch. "creatordlc" will install all mod files required to run any Creator DLC. CDLCs can be enabled by adding their mod folder name to the "Additional Mods" startup variable. For example, add "vn;" to load the Prairie Fire CDLC. "profiling" is for running the special profiling build of the server. | one of: public, creatordlc, profiling | public | |
| Server Binary | Server binary to call on server start. (32-bit: arma3server \ | 64-bit: arma3server_x64) | one of: arma3server, arma3server_x64, arma3serverprofiling, arma3serverprofiling_x64 | arma3server_x64 |
| Server Password | Password required to join the server. Leave blank to have no password. Do not use a double quote in it, because the server writes it into server.cfg on every start and a quote would break that file. | text, no double quote | empty | |
| Modlist File (Exported from A3 Launcher) | Name of a preset you exported from the Arma 3 Launcher as an HTML file. Upload that file to the main folder of the server in Files. Leave blank to stop reading a preset. Workshop mods in the preset are only fetched if the server manages to download them, so check for their @ folders in Files. | text | modlist.html | |
| Additional Mods | A semicolon-separated list of additional mod folders to load. Useful for loading Creator DLCs or manually uploaded mods. This list is loaded in addition to the Modlist File (if used). NO capital letters, spaces, or folders starting with a number. Example: myMod;vn;@123456789;@987654321; A mod written as @ followed by its Workshop ID is only fetched if the server manages to download it, so check for its @ folder in Files. | text | empty | |
| Disable Verbose Logging | Adds the "-noLogs" startup parameter. Significantly reduces console output/spam. Note: Enabling this will also prevent .rpt logs from being generated. | on or off | on | |
| Load Mission To Memory | Adds the "-loadMissionToMemory" startup parameter. Server will load mission into memory on first client downloading it. Then it keeps it pre-processed & pre-cached in memory for next clients, saving some server CPU cycles. | on or off | on | |
| Auto Initialize Mission | Adds the "-autoInit" startup parameter. Automatically initializes the mission just like the first client does. The server config file (server.cfg) must contain persistent = 1; otherwise this parameter is skipped. | on or off | off | |
| RCon Password | Has no effect on our servers, because remote console access is not available on them. Leave it empty. | no effect on our servers | empty | |
| Server-Side Only Mods | Mod folders to be used with the "-serverMods" startup option. They only run server-side and are not required by clients if "verifySignatures" is enabled in your server.cfg file. Any mods in this list that are in "@workshopID" form will also be included in Automatic Updates (if enabled). NO capital letters, spaces, or folders starting with a number! Each folder must be followed with a semicolon (ex. @123456789;@987654321;etc;) | text | empty | |
| Optional Client-Side Mods | A semicolon-separated list of optional mods to load into the keys folder, but not include in server's mod parameter. Useful for allowing clients to connect to the server with or without the mod loaded. Mods in this list must be in "@workshopID" form (ex. @123456789;@987654321;). These will also be included in Automatic Updates (if enabled). | text | empty | |
| Enable File Patching | Adds the "-filePatching" startup parameter. Allows the game to load unpacked data. Value will be applied to HCs as well. | on or off | off | |
| Server FPS | Adjusts the maximum number of simulation cycles the server will try to run per second. Higher values mean network messages are sent out more frequently, entities (units/vehicles/projectiles/etc) are simulated more often, as well as AI behavior and vision calculations are done more often. The practical impact of higher values vary based on the mission file, and may cause additional unwanted overhead. Adjust with caution. Value will be applied to HCs as well. | a number from 5 to 1000 | 50 | |
| Headless Clients (HC) | Number of Headless Clients (0 to 5) to start alongside the server. Each one takes extra memory and CPU from your plan, and it only helps if your mission is written for headless clients. Recommended for advanced users only. | a number from 0 to 5 | 0 | |
| HC Hide Console Output | Hides Headless Client console output (except for critical errors) to prevent nonessential console spam. | on or off | on | |
| Make Mod Files Lowercase | Every mod that is set to be loaded will have its folder and files changed to lowercase (to prevent errors). It is recommended to enable this for one server boot after copying a mod from a Windows machine to the server, or if mods seem to not be loading. | on or off | off | |
| Validate Server Files | Validates all server files when Automatic Updates is enabled. Note: This will significantly increase server startup times, so it is recommended to only enable this when needed. | on or off | off | |
| RCon Port (read only) | BattlEye's RCon port for remote connections with an Arma 3 compliant RCon client/tool. If set to 0, remote connections are disabled. (Note: This port is different from the "BattlEye traffic" port and must be unique) | set by your plan or the server | assigned to your server | |
| Max Players (read only) | Maximum number of players allowed to join the server. | set by your plan or the server | set by your plan |
Good to know
- Changes in Settings, then Game Settings, apply the next time the server starts. The server name (hostname), admin password, mission list, persistent and other rules live in server.cfg in the server's main folder (the top level of Files) and also apply after a restart. The server rewrites the password and player limit lines of server.cfg from the panel values at every start, so change those two in Settings, not in the file.
- The panel saves a value when you leave its field. If the value is not allowed, the panel tells you and keeps the old one.
- Passwords and tokens are not listed with a value. Each server starts with one set for you, or with none, as the row says. Set a password before you invite players if you want a private server.
- To open the page, follow How to set up your Arma 3 server or How to change your server settings.





