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  1. The Live Map tab plots every player currently on your DayZ server onto the real terrain of the world you are running, and refreshes roughly every two seconds. Open it from Instances → your instance → Live Map. Nothing needs installing: the positions come from a first-party server mod that ships on every instance, not from scraping log files, so the map works on a stock server from the first boot. Alongside the map sits an Online Players panel with a live count, a search box, sorting, and per-player Sessions, Kick and Ban buttons. Hovering the map reads out game coordinates, and Left Shift plus left-click copies the position under your cursor to the clipboard. On this page Open the Live Map and read the status headerUnderstand where the positions come fromCheck you are looking at the right worldWork the Online Players panelRead names, markers and coordinatesAct on a player: Sessions, Kick and BanUse it for real admin workTroubleshootingFrequently asked questions Before you start A running server with someone on it. Positions only exist while the server is up and a player is connected — there is no historical playback.Nothing to install. The GameEventDispatcher mod that publishes player positions and Server FPS is a forced prerequisite on every instance. You will find it in Workshop Mods marked ESSENTIAL with a padlock, and it cannot be removed, reordered or toggled off.Instance access. The realtime feed checks the View instance permission, so any staff member who can open the instance can watch the map. The action buttons need more: Use RCON to kick, Manage bans & lists to ban and View players to open Sessions.A mission whose world is one of the supported ones, otherwise you get Chernarus+ tiles under your players. The full list is in step 3. 1. Open the Live Map and read the status header Click Live Map in the instance tab bar. The page title reads Live Map with your instance name underneath, and Back to Instance returns you to Overview. Above the map itself are three short lines that tell you whether to trust what you are looking at: The map name the panel has chosen — Chernarus+, Livonia (Enoch), Sakhal and so on. This is derived from your mission, not picked by you.Mission — the mission folder name the instance is actually running, or (none) if the panel has not read one yet.Hub — connected, connecting or disconnected, with the error in brackets if there is one. Note: Hub describes your browser’s realtime link to the panel, not the state of your game server. connected with an empty map means the panel is listening fine and your server simply has not sent a player snapshot yet. The DayZ Live Map: player markers on the real world tiles, with the Online Players panel beside them. 2. Understand where the positions come from Your server runs a mod called GameEventDispatcher, installed on every instance as a forced prerequisite. Roughly every two seconds it posts a full snapshot of everyone online — name, Steam64 id and position — which the panel relays to your browser over a realtime connection. The same mod supplies the Server FPS figure on Overview. It is a snapshot, not a trail. Each update replaces the last, so markers step to their new position instead of drawing a path. Following someone means watching for a while.It is best-effort. On a busy server the snapshot is split into chunks before it leaves the game, and an incomplete batch is dropped rather than shown half-finished. An occasional skipped cycle is normal. A small line under the Online Players heading tells you which state you are in: Waiting for players_update… until the first snapshot arrives, then Live snapshot from then on. If it never changes, either nobody is online or the server is not running. 3. Check you are looking at the right world You do not choose the map. The panel takes your mission folder name, keeps everything after the last full stop, lowercases it, and looks for matching tiles — so dayzOffline.chernarusplus resolves to Chernarus+ and a custom mission such as hardcore.namalsk resolves to Namalsk. These worlds have tiles: Map shownYour mission name must end inChernarus+chernarusplusLivonia (Enoch)enochSakhalsakhalNamalsknamalskDeerIsledeerisleGreen CountygreencountyPripyatpripyatAntoriaantoriaIztekiztekDeadfalldeadfallBanovFrostbanovfrost Careful: An unrecognised world falls back to Chernarus+ tiles. The markers are still your real players at their real coordinates, but they are drawn over the wrong terrain, so anything you conclude from the scenery will be wrong. Compare the map name in the header against the Mission line before you act on what you see. The view is clamped to the world bounds, so you cannot pan off into empty space. After a mission change, reload the page — the map rebuilds itself around the new world. 4. Work the Online Players panel To the right of the map, Online Players carries a count badge and one row per connected player. The count reflects what is currently listed, so it drops as you type in the search box rather than always showing the server total. Search players… filters on both the player name and the Steam64 id, so you can paste an id straight from a report.Sort offers Name or Playtime, and the arrow button beside it flips between ascending and descending.Each row shows the player name with their Steam64 id underneath, then a playtime figure, then the three action buttons.Clicking anywhere on a row that is not a button flies the map to that player. This is the fastest way to find one person in a crowd. An empty panel reads No players to show. — which also appears when your search matches nobody, so clear the box before concluding the server is empty. Note: The playtime figure on this panel comes from the live position feed, which carries only names, ids and coordinates. For real session history — total playtime, session counts, first and last seen — use the Players tab, which is fed by a separate harvester. The Online Players panel: search, sort, and per-player Sessions, Kick and Ban buttons. 5. Read names, markers and coordinates Below the map are the display controls. Show player names is ticked by default and floats each player’s name above their marker. Untick it when a firefight has six people stacked in one building and the labels overlap into mush.The Hover readout shows the game coordinates under your cursor as Hover X = 7481.3 Y = 8320.6, or Hover: — before you have moved over the map.[Left Shift + LMB] Copy position to clipboard does exactly that. Clicking a marker opens a popup with the player’s name, their position as a DayZ vector in x, height, z order, and their Steam64 id underneath — which is what you copy into a ban list, a whitelist entry or a support ticket. The shift-click copy writes a three-part position with the height component set to a literal zero: 7481.3,0,8320.6 That is the shape most spawner and event tools expect. Substitute a real height if the tool you are feeding needs one. Careful: Shift-click gives you no toast and no flash — the copy is silent by design. Paste it somewhere before assuming it failed. Treat the coordinates as close-enough for placing events and spawns, not survey-grade: they are derived from the tile calibration and clamped to the world bounds. The Hover readout gives live game coordinates; Left Shift and left-click copies them to the clipboard. 6. Act on a player: Sessions, Kick and Ban Each row carries three buttons, and they behave quite differently from one another. ButtonWhat it actually doesSessionsOpens the Players tab in a new browser tab with that player’s Steam64 already searched in the All Players list. From there View Sessions gives you their connection history. Needs the View players permission.KickTakes you to the RCON tab with that player’s name pre-filled in the Players Online filter. The RCON session connects on arrival; press Kick on their row, add a reason, and confirm in the Kick Player dialog. Nothing is sent from the map itself.BanOpens the Ban Player dialog straight away, pre-filled with the player’s name and Steam64. Set the duration and a reason, then confirm. The ban is written through the panel and synced to the server, and BattlEye kicks them automatically. Careful: The Ban Player dialog opens with Permanent ban already ticked and its confirm button reading Ban Permanently. If you meant a cooldown, untick it first and set Duration (hours) or an End Date before you confirm. One limitation of banning from the map: the live feed carries only a Steam64, so the dialog has no Also ban IP address option here. To ban the IP as well, ban from Players → All Players instead, where the panel knows the player’s full identity and can offer Latest IP or All known IPs. Both routes are covered in RCON bans, whitelist and priority queue. Data loss risk: A permanent ban is easy to issue from a map row and awkward to unwind once a player has moved on. Check that the Steam64 in the marker popup matches the one in your report, and put a real reason in the Reason field — in three months it will be the only record of why you did it. Banning from a map row: the dialog arrives pre-filled with the player’s name and Steam64 id. 7. Use it for real admin work The map earns its place once you stop watching it and start using it to answer specific questions. Testing a cheat report. Search the accused player, click their row to lock the view onto them, and watch for a minute. Teleporting reads as a marker jumping kilometres between two-second updates; someone crossing open ground at a plausible pace does not. The difference is obvious at a glance.Checking whether a raid is happening. A base owner opens a ticket claiming they are being raided while offline. Look at the base coordinates: three markers clustered on them tells you one thing, an empty map another. Note the Steam64 ids of anyone parked there before they log out.Verifying someone is where they claim. Before acting on any report, confirm the position. It costs ten seconds and it is the cheapest way to avoid banning the wrong person.Finding where your players actually go. Glance at the map at peak hours across a few evenings. Persistent clusters show which towns are carrying your loot economy and which half of the map nobody visits — useful input before you touch types.xml and the loot economy.Picking coordinates for events and spawns. Hover the spot you want, shift-click, paste. Placing a trader, an airdrop or a custom event this way beats guessing numbers out of a wiki, because you can see the terrain you are putting it on. Note: The map shows position only — no vehicle, base, loot or zombie overlay, and nothing a player has built. To know what is at a set of coordinates, take them from the map and go look in game. Troubleshooting The Live Map is empty and stuck on "Waiting for players_update" Why it happens. The panel’s realtime connection is up but no player snapshot has arrived. Usually the server is stopped, nobody is connected, or it is still finishing its boot and the mod has not started reporting. How to fix it. Check Overview shows Running with a player count above zero, then give it a few seconds. If the server is running with players on it and the message never changes, open a ticket and name the instance. My server is Livonia but the Live Map shows Chernarus Why it happens. The map is chosen from the part of your mission folder name after the last full stop. If that word is not one of the worlds we hold tiles for — a renamed folder, a typo, or a community map we do not ship yet — the panel falls back to Chernarus+. How to fix it. Compare the last segment of the Mission line against the supported list in step 3. Rename the mission folder so it ends in the correct world name, restart, and reload the page. For a community map we do not carry, open a ticket and ask for the tiles. Every player on the Live Map shows 0m playtime Why it happens. The playtime figure here comes from the live position feed, and that feed carries only names, ids and coordinates. There is no session history behind the map. How to fix it. Use Sessions on the row, or go to Players → All Players directly. That list has real Playtime, Sessions, First seen and Last seen values from the panel’s own session tracker, and sorts by playtime properly. Shift and left-click does not copy the coordinates Why it happens. The copy is deliberately silent — no toast, no highlight — so success looks identical to failure. A genuine failure usually means the browser blocked clipboard access. How to fix it. Paste into any text field to check before troubleshooting further. If nothing pastes, allow clipboard access for the panel in your browser’s site permissions, or read the numbers off the Hover line and type them in. The header says Hub: disconnected and the markers have frozen Why it happens. The realtime connection dropped — a network blip, a sleeping laptop, or a panel session that expired while the tab sat open. The last snapshot stays on screen, which is why frozen markers can pass for live ones. How to fix it. It reconnects on its own and the header returns to connected; if not, reload. Being bounced to the sign-in screen means your session expired. If it reconnects but stays empty, confirm you still hold View instance on that instance. Frequently asked questions Do I need to install a mod to use the Live Map? No. The GameEventDispatcher mod that publishes player positions is installed on every instance as a forced prerequisite, so the Live Map works on a brand new vanilla server with nothing added. You will see it listed in Workshop Mods marked ESSENTIAL with a padlock, and it cannot be removed, reordered or switched off. How often do player positions update? About every two seconds. Each update is a complete snapshot of everyone online that replaces the previous one, so markers step to their new position rather than animating along a path. On a busy server an occasional cycle is dropped rather than shown incomplete, and the next follows two seconds later. Which DayZ maps does the Live Map support? Chernarus+, Livonia (Enoch), Sakhal, Namalsk, DeerIsle, Green County, Pripyat, Antoria, Iztek, Deadfall and BanovFrost. The panel matches on the part of your mission folder name after the last full stop, and anything it does not recognise is drawn over Chernarus+ tiles instead. If you run a community map that is not on the list, open a ticket and ask us to add the tiles. Does clicking Kick on the map kick the player straight away? No. Kick hands you over to the RCON tab with that player already filtered in the Players Online list, because kicking is a live RCON action. You still press Kick on their row and confirm in the Kick Player dialog. Ban is the button that acts from the map itself. Can I see where a player was yesterday? No — the Live Map is live only and keeps no position history. Session activity is recorded: the Players tab holds each player’s sessions, playtime, first and last seen, and known connection details. For where they were rather than when they were on, your server’s admin logs in profiles are the record. Can my players see the Live Map? No — only people with panel access to that instance, and the feed checks the View instance permission before sending anything. That makes it a permissions decision: any staff member you grant instance access to can watch every player’s live position, whether or not you gave them RCON or ban rights. See staff permissions and API keys. Related guides Getting started with the control panelRCON, bans, whitelist and priority queueGetting started with the control panel
  2. Moderation on a DZSERVERS.HOST server lives in two tabs. RCON opens a live BattlEye console with a Players Online panel, where you kick, message or ban whoever is connected this second. Players holds the durable lists — Bans, Whitelist and Priority — which the panel writes into your server’s own ban.txt, BattlEye bans.txt, whitelist.txt and priority.txt and re-applies on every sync and every start. The rule of thumb: reach for RCON when someone has to be off the server right now, and for the Players lists when the decision has to still be true after the next restart. This guide covers both halves in that order. On this page Connect the RCON Terminal and read Players OnlineKick, message or ban a connected playerType commands yourself, and know what the panel will not seeOpen the Players tab and adopt the lists already on diskWork the roster: identities, sessions and one-click actionsManage the Bans list: surfaces, status and other serversTurn on the whitelist and seed the priority queueTroubleshootingFrequently asked questions Before you start The right permissions. Use RCON renders the RCON tab, View players renders Players, and Manage bans & lists is what lets you create or revoke anything. Owners have all three; sub-users get what you grant under Members.A running instance for anything live. BattlEye’s RCON port only answers while the server process is up, and that port is always your game port plus three.An admin and RCON password already saved in Instance Settings — the node reads it back out of the server’s BattlEye config to authenticate. See getting started with the control panel. The RCON Terminal: a live BattlEye console with the Players Online panel and per-player Kick and Ban buttons above it. 1. Connect the RCON Terminal and read Players Online Go to Instances → your instance → RCON. The page is headed RCON Terminal with the instance name, its RCON endpoint and the mission underneath, and it tries to connect on its own as soon as it loads. Top right are the session controls: Connect RCON, which becomes Disconnect once a session is live, a coloured dot reading Connected or Disconnected, and an Auto scroll checkbox. A Hub: disconnected badge means your browser has lost its live link to the panel, not that RCON has dropped. Below sits Players Online with a live count, plus Refresh, Global Message and Collapse. It refreshes itself on connect, every 30 seconds, and about a second after any join or leave line scrolls past. Each row starts with the session number, shown as #12 — that is what kick and ban target, and it is reassigned every time the player reconnects. Then the name with a country flag, a platform icon (PC or Console (Xbox)), the ping, and finally IP:Port and the 32-character BE-GUID, which copy to your clipboard when clicked. Console players report no ping, so their cell reads N/A. The Search by name or GUID... box filters the list; the #, Name and Ping buttons sort it, and clicking the active one again flips the direction. Note: Connect RCON to see the player list. means there is no session. No players online, or waiting for data... means the session is up but the first response has not landed — give it a few seconds. 2. Kick, message or ban a connected player The row buttons open small panels rather than firing immediately, so there is always a moment to check you picked the right row. Kick. Kick Player confirms the name and session number and offers one Reason (optional) field, defaulting to Kicked by admin. It is instant, the reason is shown to the player, and nothing stops them reconnecting a second later — a kick breaks up a situation, it does not end one. Message. The message icon sends a private line to that session; Global Message sends one to everybody. A warning delivered in-game settles most problems without a ban. Ban. Ban Player shows the BE-GUID and IP for confirmation, then offers: Permanent ban — leave the checkbox clear and the duration controls appear.Also ban IP address — a checkbox showing the exact address it would use.Hours or End Date — Duration (hours) converts what you type into minutes and days as you go; Ban expires at will not accept a moment less than five minutes away.Reason (optional) — defaults to Banned by admin. The confirm button reads Ban Player, or Ban Permanently when the checkbox is ticked. Note: This is not the raw BattlEye ban command. It creates a tracked entry in Players → Bans, writes the enforcement files and issues a live reload so BattlEye kicks the player by itself — which is why the ban is still there, reason and expiry intact, after the next restart. It needs the Manage bans & lists permission, which the panel names in the failure message if you lack it. Careful: Think twice about Also ban IP address. Household members and anyone behind a mobile or carrier-grade NAT connection share addresses. Ban the identity first; add the IP only for someone who has already come back on a new account. The Ban Player panel from the RCON tab — permanent or timed, identity only or identity plus IP. 3. Type commands yourself, and know what the panel will not see The input bar takes anything BattlEye accepts, with Up and Down cycling your recent commands, and recent output reloads when you return to the page. RCON Quick Help at the foot of the page expands to a reference of exactly eight commands: players All currently connected players. commands All available BattlEye RCON commands. say -1 <message> Broadcast to all players. kick <playerId> <reason> Kick by session/player id. ban <player#> [minutes] [reason] Ban a connected player's BE-GUID. 0 or omitted = permanent. addBan <GUID or IP> [minutes] [reason] Ban a GUID or IP even if not connected. removeBan <ban#> Remove a ban by its number. bans List all current BE server bans. Two need care. ban takes the session number from Players Online, not a GUID, so it only reaches someone currently connected; addBan is the one that works on an absent player. removeBan takes a position in the list bans prints, and those positions shift as bans come and go, so run bans immediately before it. The real difference is bookkeeping: A typed RCON banA panel Bans entryStored inBattlEye’s own bans.txt.The panel database, then ban.txt and BattlEye bans.txt.Visible in the panelNot until you run Import existing.At once, with reason, expiry, status and time added.Undoing itremoveBan <ban#>, and the numbers renumber underneath you.An Unban button; the entry stays readable under Show revoked.Your other serversNot applied.Apply to other instances copies it across.Server offlineNothing to send.Files are still written and read at the next start. Careful: A ban you type by hand is real — BattlEye enforces and stores it — but the panel had no part in it, so it has no reason, no readable expiry and no name against it. Syncs preserve lines the panel did not write, so nothing gets clobbered; but if moderation has been happening in the console, run Import existing once to pull that history in. 4. Open the Players tab and adopt the lists already on disk Go to Instances → your instance → Players. Six tabs run across the page — Online, All Players, Sessions, Bans, Whitelist, Priority — and it opens on All Players. Above them a status band gives the active ban, whitelist and priority counts, any pending sync and failed counts, and Last sync:. Sync now rewrites the list files on the node immediately. Import existing does the opposite: it reads the server’s ban.txt, BattlEye bans.txt, whitelist.txt and priority.txt, plus the live ban list over RCON, and adopts anything the panel is not already tracking. If nothing has ever been imported, a banner says so and offers Adopt existing lists. Do that first on any instance with history — one you migrated in, or one moderated from an external tool. The confirmation, headed Import existing lists?, spells out that nothing is deleted. Note: Adoption is one-way and safe. Imported rows carry an imported: file badge so you can tell them apart, and a sync never removes a line the panel did not write. You rarely need Sync now by hand: every create, edit and revoke queues its own sync, and one is queued just ahead of every server start so the engine boots with current lists. Use it after editing a list file directly over SFTP, or when a node problem has left entries showing Pending. The Players tab: six lists, a live status band, and Import existing for adopting a server’s pre-existing bans. 5. Work the roster: identities, sessions and one-click actions All Players is everyone who has ever connected; Online is the same table filtered to who is on now. Columns are Player, Identity, Playtime, Sessions, First seen and Last seen. Search with Search name / Steam64 / GUID / IP…, sort by Last seen, Playtime or Name, and page through 25 at a time. The Player cell shows a green dot while the player is connected and a names button holding their alias history. Identity shows the strongest ID on file, correctly labelled, with an expander revealing the rest and a copy button for each: Steam64 — the 17-digit Steam ID. BattlEye’s GUID is derived from it, so this alone is enough to ban, whitelist or grant priority.Bohemia UID — what the engine writes into whitelist.txt and ban.txt. Console players may have this without a Steam64.BE-GUID — the 32-character hash BattlEye enforces on, and the only identity a raw RCON ban gives you. View Sessions switches to Sessions for that player, listing Started, Ended, Duration, IP and Ping (avg / peak) newest first. That is where you settle an argument about whether someone was online when a base was raided. With Manage bans & lists every row also carries Whitelist, Priority and Ban. Priority is greyed out for anyone the panel has not yet seen a Steam64 for, and both quick-adds confirm first, explaining what the list does before writing anything. Ban here opens the fuller panel: Permanent ban starts ticked, and instead of one IP checkbox you choose Don't ban IP, Latest IP or All known IPs — the last counts the distinct addresses across every server you manage and writes one entry per address. Careful: All known IPs can mean a lot of entries, each revoked separately afterwards. On a long-standing player, Latest IP is almost always the right answer. Note: The same ban panel opens from the Live Map, whose Kick button hands you to the RCON tab with that player already filtered in Players Online — see the live player map. 6. Manage the Bans list: surfaces, status and other servers The Bans tab is the record. Add ban opens the ban panel with a Steam64 ID field, for banning someone who has never played here — a name passed to you by another community. Filter with Filter by name / Steam64 / GUID / IP / reason…, order by Newest first or Oldest first, and tick Show revoked to read lifted bans as history. Expires reads Permanent, a countdown such as 18h left or 6d left, Expired, or revoked. Surfaces shows which files enforce it: BadgeMeaningban.txtThe server-root ban.txt, read by the engine at startup. It has no concept of duration, so it carries permanent bans.BEBattlEye’s bans.txt, with a minute count. BattlEye re-reads it on a live reload and kicks any matching connected player by itself — that is what makes a ban bite without you touching the console. A permanent ban therefore shows both badges and a timed ban shows only BE. That is expected, not a fault. Status is the sync chip: Pending until the node applies the change, Applied once the files are written, or Failed with the node’s error in the tooltip. Per-row actions, all needing Manage bans & lists: A pencil icon opens Edit ban — change the Reason, or use Expires (leave empty = permanent) to shorten, extend or make a ban permanent without recreating it.A copy icon opens Apply to other instances, which lists every instance you can manage and reports each target as created, merged, forbidden, notfound or error.Unban revokes the entry, re-syncing immediately — the player can reconnect as soon as that lands. Careful: Apply to other instances creates an independent entry on each target and there is no matching bulk unban, so lifting a network-wide ban means visiting each server’s Bans tab. Use it for cheaters, not for cool-off bans. Note: Banning the same person twice does not create duplicates: an active entry matching any of their identities is updated in place and gains any new identity you supply. That is how a ban created from a BE-GUID on the RCON tab later fills in a Steam64. A Bans row records reason, expiry, which files enforce it and whether the node has applied it yet. 7. Turn on the whitelist and seed the priority queue Whitelist. The tab opens with a banner reading Whitelist enforcement is ON or OFF; when it is off it adds that entries are written but not enforced until you enable it. Enable whitelist writes the setting into serverDZ.cfg, and the confirmation is explicit that it applies at the next server restart, because the engine reads that file at boot. Data loss risk: Enabling enforcement on an empty list locks every player, including you, out of your own server at the next restart. Add your entries first. The panel does warn you — Enabling it will lock out EVERYONE until you add players. — but it will let you proceed. If it has already happened, add yourself on this tab and restart again; there is no in-game way back in. Add a player by ticking Whitelist on their roster row, or here with the Bohemia UID or Steam64 field and an optional Label (optional). Either identity works — the panel resolves the form the file needs. Priority. Priority entries let a player skip the join queue when the server is full, which is how you keep staff, donors and event hosts able to get on at peak hours. It needs no config switch, but it is Steam64 ID only: the add field accepts nothing else, and the roster button stays disabled until the panel has seen a Steam64 for that player. Label each one, or you end up with a column of anonymous 17-digit numbers. Both tabs use the same row controls as Bans — the copy icon for Apply to other instances, and Remove to revoke. Removal re-syncs immediately, so a removed whitelist entry locks that player out on their next connection attempt. Note: These lists are per instance, not per account: running several servers as one community, add someone once and then use Apply to other instances. Who on your team may do any of this is set under Members — see staff permissions and API keys. The whitelist enforcement banner: entries are written whether or not enforcement is on, and enabling it takes effect at the next restart. Troubleshooting RCON says Disconnected and will not connect Why it happens. Usually the server is stopped, so nothing is listening on the RCON port. Otherwise the instance has never had an admin and RCON password saved, leaving the node with no RConPassword to authenticate with, or the server is mid-boot. How to fix it. Check Overview reads Running and give a fresh boot a minute. If it is up and still refusing, stop the instance, open Settings → Server & RCON Authentication, save a password (4 to 10 characters, letters and numbers only), start it and try again. I banned someone with a typed command and they are not in the Bans list Why it happens. Typed commands go straight to BattlEye, which enforces and stores them in its own bans.txt. The panel had no part in it, so there is no entry, no reason and no expiry it can show you. How to fix it. Click Import existing in the Players header and confirm Import & adopt. The ban appears with an imported: file badge and is manageable from then on. Next time, use the Ban button on the player row. I turned the whitelist on and now nobody can join, including me Why it happens. Enforcement is all or nothing: with it on, only the identities in whitelist.txt may connect, so a short or empty list locks out the whole player base at the next restart. How to fix it. Open Players → Whitelist, add yourself and your staff — a Steam64 or Bohemia UID each — and restart so the change is read. If you were only testing, click Disable whitelist and restart; the entries stay, unenforced, for next time. A ban entry is stuck on Pending, or shows Failed Why it happens. Pending means the sync has not completed on the node, which is normal for seconds and abnormal for minutes. Failed means the node could not write the files, commonly because the BattlEye directory does not exist yet on an instance that has never been started. How to fix it. Hover the Failed chip for the reason, then click Sync now to retry. On a never-started instance, start it once so the game and BattlEye directories exist, then sync. Repeated failures are worth a ticket with the tooltip text. The Priority button is greyed out and the panel refuses my entry Why it happens. The join queue is keyed on Steam64 and nothing else, so priority.txt accepts only that form. The panel refuses a Bohemia UID rather than write a line the server would ignore, and the roster button stays disabled for players it has never seen a Steam64 for — typically console players. How to fix it. Use the 17-digit Steam64. If the roster has none yet, it will after that player’s next session. There is no priority equivalent for a Bohemia-only account; whitelisting them is the nearest thing available. Frequently asked questions Does my server have to be running for a ban to work? No. A panel ban is written to the list files whether the server is up or down, and both the engine and BattlEye read those files at startup — a sync is queued just ahead of every start. The only part that needs the server up is the live reload that kicks a player who is connected right now. Should I ban on Steam64, Bohemia UID or BE-GUID? Steam64 whenever you have it. BattlEye’s GUID is derived from the Steam64, so one value covers both enforcement surfaces, and the panel fills in the other identities as it sees the player again. Ban on a BE-GUID when that is all the console gave you, and on an IP only as a supplement to an identity, never instead of one. Can I ban a cheater from every server I run at once? Yes. Open the ban on the Bans tab, click the copy icon for Apply to other instances, and pick targets or use All. Each target gets its own entry, reported back as created or merged. There is no bulk unban, so lifting it later means visiting each server. Do bans and the whitelist survive restarts, updates and map changes? Yes. The panel database is the source of truth and the list files are rewritten from it on every sync and ahead of every start, so a game update, a mod update or a mission change cannot quietly drop your bans. Lines the panel did not write are preserved rather than overwritten. Do I have to keep the RCON page open? Only for live actions. Kicks and messages travel over the open session, so the page has to be connected. Everything on the Players tab is stored server-side and applied by the node, so you can close the browser as soon as the entry is created. How do I let a moderator ban players without giving them the keys to the server? Add them under Members with View players and Manage bans & lists, and leave power, settings and file permissions off. They get the roster and the lists without being able to stop the server or touch its files, and every action is attributed in the Audit Log — see staff permissions and API keys. Add Use RCON too if they need the live console. Related guides Getting started with the control panelThe Live Map: real-time player positionsStaff permissions and API keys
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