For a normal Arma Reforger dedicated server, put the server settings in a JSON file and start ArmaReforgerServer.exe with -config. Use -server for a different job: it starts a local server with a selected world and ignores the JSON configuration. Network overrides such as -bindPort, a server-frame cap such as -maxFPS 60, and mod options can then be added to the command line.
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The distinction matters because a syntactically valid command can still produce the wrong server mode, listen on the wrong interface, expose an unreachable query port, or load no mods. The reference below explains each startup switch, how it interacts with JSON settings, and how to diagnose the common failures.
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Startup parameters are options written after the executable name in the process command line. Parameter names are case-insensitive, so -config and -CONFIG refer to the same switch. Values that contain spaces must be enclosed in quotation marks. A path such as . therefore needs quotes when it is passed as one argument.
There are two fundamentally different launch modes:
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| Launch approach | Configuration source | Intended use | Network and mod behavior | Important limitation |
|---|---|---|---|---|
-config <file> |
JSON server configuration | Normal public or dedicated hosting | Uses the JSON network, scenario, and public-server settings; command-line overrides can supersede selected values | Requires a valid JSON file and matching port/firewall setup |
-server <world> |
Command line plus the selected world | Local testing and quick world launches | Starts the named world directly; local addon switches can be supplied on the same command | The JSON configuration is ignored when this mode is used |
Do not combine the two modes expecting them to merge. If -server is present, settings in the file supplied to -config do not control that session.
The core parameters
| Parameter | Value | What it controls |
|---|---|---|
-config |
File path | Selects the JSON server configuration. |
-server |
World path | Launches a local server with the specified world; JSON configuration is ignored. |
-bindIP |
IP address | Overrides configured bind and registration addresses. |
-bindPort |
Port number | Overrides configured bind and registration ports. |
-maxFPS |
Number | Caps the server simulation frame rate. |
-a2sIpAddress |
IP address | Sets the address used by Steam Query Protocol. |
-a2sPort |
Port number | Sets the Steam Query Protocol port. |
-addons |
Comma-separated IDs | Loads selected addons by ID. |
-addonsDir |
Directory path | Adds a directory to the search path for local addons. |
-autoreload |
Seconds or disabled |
Reloads the scenario after a session ends; disabled is documented for restart behavior in version 1.3.0. |
-autoshutdown |
No value | Performs the documented shutdown process, commonly alongside autoreload. |
-listScenarios |
No value | Logs available scenario .conf paths during startup. |
-logStats |
No value | Enables optional operational statistics logging. |
-logLevel |
Level value | Controls optional log verbosity. |
-addonsVerify |
No value | Checks addon integrity and shuts down if corruption is found. |
-addonsRepair |
No value | Checks addons and attempts repair; shuts down if repair fails. |
Starting a dedicated server from JSON
The normal dedicated-server workflow is to keep settings in a JSON file and point the executable at it. An official hosting example is:
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You can add a command-line safeguard such as the recommended frame cap:
ArmaReforgerServer.exe -config ".ConfigsCampaign_SWCoast.json" -maxFPS 60
Use this approach when the server is intended to be reachable by other players, restarted by a service manager, or maintained as a repeatable installation. Keep the JSON file with the deployment and treat the command line as the place for deliberate overrides and operational switches.
What the JSON network settings mean
The server-configuration reference documents these default public-hosting ports:
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| Function | Default port | Protocol or role |
|---|---|---|
| Game traffic | 2001 | UDP |
| Steam Query Protocol (A2S) | 17777 | Server discovery and query traffic |
| RCON | 19999 | Remote administration |
bindPort defaults to 2001 and should normally track the configured publicPort. If those values disagree, the process can bind one port while advertising another, leaving a server that appears configured but cannot be reached as expected.
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Leaving the bind address empty generally means listening on 0.0.0.0, all available IPv4 interfaces. The configuration reference states that IPv6 is not supported. On a multihomed host, use -bindIP when the process must listen on one specific local address rather than every interface.
JSON keys are case-sensitive, and values are strings unless the configuration reference documents another type. Preserve the exact key spelling in the file even though command-line parameter names are case-insensitive. For a public server, keep fastValidation set to true; the reference identifies that as a recommended hosting practice.
Overriding addresses and ports at launch
-bindIP and -bindPort override the configured bind and registration address or port for that process. This is useful when the same JSON template is deployed on hosts with different interfaces or when a temporary port is required.
ArmaReforgerServer.exe -bindIP 192.168.1.42 -bindPort 2302
The override changes where the server binds; it does not automatically create firewall rules or router port forwarding. Forward the chosen game UDP port to the host, allow it through the operating system firewall, and make sure the advertised public-port setting agrees with the externally reachable port. If a provider maps an external port to a different internal port, document that mapping and test from outside the local network.
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Capping server performance with -maxFPS
-maxFPS caps the dedicated server’s frame rate. The hosting guidance recommends using the switch to avoid spending CPU resources on an unnecessarily high simulation rate and shows 60 as its example:
ArmaReforgerServer.exe -config ".ConfigsCampaign_SWCoast.json" -maxFPS 60
The value is a cap, not a promise that the server will sustain that rate. CPU contention, world complexity, addon work, and the number of players can still reduce actual performance. Choose a value appropriate to the host and monitor behavior rather than removing the cap simply because a machine has unused capacity during an empty session.
Steam query binding with A2S options
Steam Query Protocol has its own address and port switches. -a2sIpAddress sets the query binding address and -a2sPort sets the query port; they are separate from game traffic binding.
ArmaReforgerServer.exe -a2sIpAddress 192.168.1.10 -a2sPort 7777
If players can connect by a direct game address but a server browser cannot see the instance, check the A2S address, the query port, and the firewall rule independently. Do not assume that changing -bindPort also changes the A2S endpoint.
Loading addons from the command line
Local or test launches
-addons accepts mod IDs separated by commas. An ID can be a GUID, a project ID, or, as a fallback, the addon subdirectory name. Multiple IDs stay in one argument:
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ArmaReforgerServer.exe -server "worlds/MP/MPTest.ent" -addons CustomModA,CustomModB
-addonsDir adds a directory to the places searched for local addons. The documented search locations include profile/addons, the executable’s addons directory, and every directory supplied through -addonsDir.
ArmaReforgerServer.exe -server "worlds/MP/MPTest.ent" -addonsDir "C:MyModsDir" -addons MyCustomMod
Quote a Windows path containing spaces. If the ID is not found, verify the directory layout and try the actual GUID, project ID, or subdirectory name used by the addon.
Public servers and Workshop content
For a public server, the JSON game.mods list specifies Workshop addons that clients should download and activate. Each entry can contain the mod ID, an optional version, and a required flag. This is different from using -addons to point a local test process at files on disk: public clients need the server’s published mod declaration so they know what to obtain.
Keep the server’s selected versions consistent with the versions declared in game.mods. A client missing a required addon or using an incompatible version can fail to join even when the executable itself starts normally.
Restart, scenario discovery, and addon diagnostics
Scenario and restart controls
Use -listScenarios when you need the exact scenario .conf paths recognized by the installation; the paths are written to the startup log. -autoreload <seconds> reloads the scenario after a session ends. In version 1.3.0 documentation, disabled is the explicit value for disabling that restart behavior. -autoshutdown performs the documented shutdown sequence and is commonly paired with autoreload in managed deployments.
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Integrity checks
-addonsVerify checks installed addon integrity and shuts the process down if corruption is detected. -addonsRepair goes further by attempting to repair corrupted addons, then shuts down if repair cannot succeed. Use these switches during maintenance windows or when logs indicate damaged content; they are not substitutes for keeping a known-good addon backup.
Logging
-logStats enables additional operational statistics, while -logLevel adjusts log verbosity. Use a higher level temporarily while diagnosing startup, binding, or addon failures, then return to the normal level so routine logs remain useful.
Practical command patterns
Standard public configuration
ArmaReforgerServer.exe -config ".ConfigsCampaign_SWCoast.json" -maxFPS 60
This keeps the authoritative settings in JSON and applies the documented frame-rate cap.
Local world test with local addons
ArmaReforgerServer.exe -server "worlds/MP/MPTest.ent" -addonsDir "C:MyModsDir" -addons MyCustomMod
This deliberately uses local-server mode, selects a world directly, searches an extra addon directory, and loads the named addon. A JSON file is not consulted.
Temporary network override
ArmaReforgerServer.exe -bindIP 192.168.1.42 -bindPort 2302
Use this when the process must bind a particular interface and port for the current launch. Align any public advertisement and forwarding rules with the new port.
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The server starts with unexpected settings
- Check whether
-serverwas included. Its presence causes the JSON supplied to-configto be ignored. - Confirm that the intended JSON path is quoted and exists relative to the process working directory.
- Check JSON key capitalization; command-line case insensitivity does not apply to JSON keys.
The process runs but players cannot connect
- Confirm the game port, normally UDP 2001 unless deliberately changed, is allowed through the host firewall and forwarded by the router or provider.
- Verify that
bindPortandpublicPortagree, or that any deliberate external-to-internal mapping is documented and supported. - On a host with several interfaces, verify the bind address and use
-bindIPonly when the selected address is actually assigned to that machine.
The server is not visible in a browser
- Test the A2S address and port separately from game traffic.
- Check the query default of 17777 or the explicit values supplied with
-a2sIpAddressand-a2sPort. - Allow the query port through the firewall; opening only the game port is insufficient for discovery.
An addon is missing or clients fail to join
- For a local launch, verify the addon ID and every search location, including
profile/addons, the executable’saddonsdirectory, and supplied-addonsDirpaths. - For a public server, inspect the JSON
game.modslist, required flags, and optional versions. - Run
-addonsVerifyor-addonsRepairduring maintenance if corruption is suspected.
Deployment checklist
- Choose
-configfor a repeatable dedicated/public deployment or-serverfor a direct local-world test. - Validate the JSON file, including case-sensitive keys and documented value types.
- Set and forward the game UDP port; keep
bindPortaligned withpublicPort. - Configure the A2S address and port separately from game traffic.
- Leave the bind address empty for the usual all-IPv4-interface behavior, or set a specific IPv4 address when required.
- Keep
fastValidationtrue for public hosting and add-maxFPS, using 60 as the documented example. - Declare public Workshop content in
game.mods; use-addonsand-addonsDirfor local content. - Add restart, logging, and integrity switches only for the operational behavior you need, then test a complete stop-and-restart cycle.
The Bottom Line
Use -config for the JSON-driven dedicated-server workflow, reserve -server for local world launches, treat game and A2S networking as separate bindings, and make addon declarations match the way clients obtain the content.
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