Mr_Weeberson 0 Posted July 13, 2019 This doesn't require your PC to always be ON does it? Share this post Link to post Share on other sites
Antman2o1o 3 Posted September 4, 2019 Hello Arma3 TADST users. I have an issue running TADST with mods on a dedicated server. I would like to authorize the server for only three mods: JRS Sound Mod, War FX blast and Virtual Projectile Sound mod Thus far i can launch the server fine with TADST in Vanilla mode no mods If I put the mods on.... in order from them to work.... i have to take Verify Signatures Off.... which leads to hackers. So i don't want to do that. 1. What I have done thus far is copied each of the @<mod name> folders into the root Arma directory along with the server exe and TADST 2. I also copied the server key for each mod and the optional/allowed mods keys into the keys folder and turned on signing, in TADST. When i launch the game with TADST, with Verify Signatures on, the server launches fine, but no one can connect if you have the three mods selected in your Arma game. Its says these mods are not authorized and signed Any ideas or suggestions appreciated. Share this post Link to post Share on other sites
OfficialMikeJTv45 0 Posted September 15, 2019 Hello, I am running a Dedicated self hosted server from home. I recently setup TADST again but my internet came with 5 static IP's and would like to dedicate one to the ArmA 3 server i'm hosting. How can this be done with TADST ?. My Router i am using if this information would help is a TP-LINK ARCHER C7 - V5. anyone that could help guide me with the setup would be awesome. Thanks, Mike. Share this post Link to post Share on other sites
Rockapes 103 Posted September 16, 2019 On 9/5/2019 at 8:18 AM, Antman2o1o said: Hello Arma3 TADST users. I have an issue running TADST with mods on a dedicated server. I would like to authorize the server for only three mods: JRS Sound Mod, War FX blast and Virtual Projectile Sound mod Thus far i can launch the server fine with TADST in Vanilla mode no mods If I put the mods on.... in order from them to work.... i have to take Verify Signatures Off.... which leads to hackers. So i don't want to do that. 1. What I have done thus far is copied each of the @<mod name> folders into the root Arma directory along with the server exe and TADST 2. I also copied the server key for each mod and the optional/allowed mods keys into the keys folder and turned on signing, in TADST. When i launch the game with TADST, with Verify Signatures on, the server launches fine, but no one can connect if you have the three mods selected in your Arma game. Its says these mods are not authorized and signed Any ideas or suggestions appreciated. It should work without issue, I haven't had any issues to be honest. This might be a dumb question but do you have the Server keys in the appropriate folders? Share this post Link to post Share on other sites
Antman2o1o 3 Posted September 18, 2019 Hey Rock thanks for responding. I have the @mod folders in the root server directory and the keys copied and pasted in the keys folder in the root directory. So not sure what i am doing wrong. The server is on 24/7 as well Ant Share this post Link to post Share on other sites
cb65 86 Posted November 4, 2019 Do sound and blood mist type mods have to be run on the tophe dedicated server side or just client side or both ? Share this post Link to post Share on other sites
goaz 11 Posted December 19, 2019 Hi guys, I have a few quetions : 1) what is the lastest available stable version 2) is it compatible with ARMA2 CO (ARMA2 + AO both owned on Steam) 3) I'd like to try ARMA 2 chernarus Apocalypse series on a dedicated server running on my machine in order I can respawn (the COOP mission alows to respanw on a free unused slot only if it's running on a dedicated server) 4) how can I select which mods to be "on" or off" on the server requirments system? Thank you 🙂 Share this post Link to post Share on other sites
XBOLO 0 Posted January 13, 2020 (edited) Hello Tadst Users! Thanks to te Developers! I have a problem: After starting the Tadst tool and launching with selected Missions (PBOS) from the MPmission Folder and joining the server (with the arma 3 Launcher) there is no Mission Selecting Screen at the beginn. Directly the role Selection screen of a mission applys. So how can i set it joining to the Mission selecting screen? Thanks! Edited January 13, 2020 by XBOLO Share this post Link to post Share on other sites
Franky64 0 Posted February 12, 2020 Using TADST, got the server set and running just like i need, but there is a small problem. I need to configure the mods, and i have no idea how to serverside configure them. Like ACE and other ones. Share this post Link to post Share on other sites
otarius-big 16 Posted April 6, 2020 Tadst cant see arma 3 workshop folder modlist.fix it plzzzz Share this post Link to post Share on other sites
strider42 64 Posted May 3, 2020 @otarius-big You are indeed correct that as standard TADS does not see the Workshop folder. However under the Mods tab there is a green "+" button. You can use that to add individual mod folders that are not in the ArmA root directory. Note that you have to specify the actual mod folder not the !Workshop folder. S Share this post Link to post Share on other sites
tophe 69 Posted May 12, 2020 Hey guys. Still new news from me on this app. Tied up with other stuff. I do however intend to get back to it at some point. But for now I'd like to point out that this is up on GitHub as open source. So if you are a somewhat seasoned C#-programmer and you want to send some pull requests my way, just go ahead. https://github.com/jymden/tadst Sorry for not being very active in the community. I hope to get back to it soon. 1 Share this post Link to post Share on other sites
bux578 65 Posted May 12, 2020 Good to know that it is now open source. Thanks for that Share this post Link to post Share on other sites
delta99 34 Posted May 18, 2020 Great to hear you are back in action @tophe 1 Share this post Link to post Share on other sites
fawlty 30 Posted May 31, 2020 I've just begun using TADST for setting up a dedicated server and am having a problem with icon showing up on 'no model show' explosives as per the images This doesn't happen when I'm not running dedicated. Anyone have any ideas how I can change this Share this post Link to post Share on other sites
CW4 Carrera 31 Posted June 1, 2020 The icon is a difficulty setting not an editor attribute. Share this post Link to post Share on other sites
fawlty 30 Posted June 1, 2020 I'll try turning it up and see what happens, I was wondering if there was something in a cfg that needed to be turned off. Share this post Link to post Share on other sites
CW4 Carrera 31 Posted June 1, 2020 The settings you want are detected mines and automatic reporting, I'm not sure TADST has these settings yet as they are post apex settings. Share this post Link to post Share on other sites
fawlty 30 Posted June 2, 2020 Ya setting in the mission tab to custom and then setting up difficulties gave me what I needed Thanks Share this post Link to post Share on other sites
SouthBrigade 0 Posted October 19, 2020 Will, there be an update of TADST for compatibility with Arma 3 2.0? Share this post Link to post Share on other sites
tophe 69 Posted December 7, 2020 On 10/19/2020 at 9:43 PM, SouthBrigade said: Will, there be an update of TADST for compatibility with Arma 3 2.0? I sure hope so. I don't have much time to put into Arma for now. But I hope I can get back to this as a hobby project soon. In the meantime it would fantastic to get some help by the community to map out what needs to be changed and added. Share this post Link to post Share on other sites
M1ke_SK 230 Posted December 7, 2020 I would appreciate better mod selection. Each time click to reopen some folder deep in tree is time consuming 2 Share this post Link to post Share on other sites
gc8 977 Posted January 24, 2021 Has anyone else noticed TADST to load files from arma3 folder even if file patching is off? I had symbolic link from my mod folder to arma3 folder and that got loaded. I had to delete the link to make TADST only load from inside the .pbo I don't know why was this but TADST is a good tool so thanks for that! Share this post Link to post Share on other sites
rowdied 44 Posted February 7, 2021 Quote On 12/7/2020 at 6:42 AM, M1ke_SK said: I would appreciate better mod selection. Each time click to reopen some folder deep in tree is time consuming I cannot stress how important this is and really the only fix needed. Share this post Link to post Share on other sites
cgibson2 5 Posted March 22, 2021 I have an issue okay a few issues, lol. Yes I know, everyone does. I found a video and followed it and it was going okay but then I kept getting the UpnP box unchecked. Do I have to have this checked if my router has it enabled? Thank you. This is my first time trying dedicated server with Arma3 (currently working with a DayZ SA as well -- what a disaster there) Share this post Link to post Share on other sites