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+CGO+Dakota_kid

Help setting up a Dedicated Server

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Hey guys, I am having a boat load of problems setting up a dedicated server(rented through a dedicated box on lowpinggameservers.com)

I have followed [KH]Jmans tutorial as far as I can tell, and Im not sure what is going on, because I cant seem to find the server in the server list, can one of you server savvy folks take a look at my configurations and tell me what im missing?

Server.cfg:

// Password for private servers. Uncomment this if you wish to run a private server

// password = "";

/*

Password to protect admin access

type: #login mypassword

in ingame client chatbox to login as admin

type: #missions

in ingame client chatbox to display the mission list

*/

passwordAdmin = "xxxx";

// The name of the server that shall be displayed in the public server list

hostname="+Christian Gamers Online+";

/*

Message of the day. It can be several lines, separated by comma

empty messages "" will not be displayed at all but are only for increasing the interval

*/

motd[]=

{

motd

};

// Time interval (in seconds) between each message of the day

motdInterval=25;

/*

25% or more players need to vote for mission to become effective

set to 1.5 to turn off missions voting

*/

voteThreshold=1.5;

/*

Maximum amount of server slots

server will always display 64 slots if maxPlayers is >64 and server is empty

*/

maxPlayers=12;

/*

Gamespy reporting url for public server list inclusion

use 127.0.0.1 for LAN server

*/

reportingIP="arma2pc.master.gamespy.com";

/*

If specified player connects/disconnects and player id are written to file.

log file is persistant and appends data on server restart.

*/

logfile="myserver.log";

/*

Specifies the mission rotation and related difficulty settings.

leave blank i.e class Missions {};

to enable player's selection from mission list & difficulty settings

(voted on if no admin logged in)

*/

//class Missions

//{

//class Mission_01 // name for the mission, can be anything

//{

//template = co@40_Domination_2_11A2_West_R.Chernarus; // omit the .pbo suffix

/*

difficulty: recruit, regular, veteran & expert

as specified in *.Arma2profile

*/

//difficulty = "regular";

/*

The following options are seen in the lobby of a multiplayer game. These

options can be useful for setting time limits and score limits in such games

as Capture the Flag and Death Matches. Other popular uses include

accelerate time, setting the mission difficulty or switching the intro on/off.

*/

};

};

// Do not allow players with duplicate ids to connect

kickduplicate=1;

// If set to 1 players must use exactly the same -mod= startup parameter as the server.

equalModRequired=0;

// If set to 1, Voice over Net will not be available

disableVoN=1;

/*

Quality from 1 to 10

refer to:

http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support

for codec info. 7 is the best.

*/

vonCodecQuality=7;

/*

Set the timestamp format used on each report line in server-side RPT file.

possible values are:

none (default), short & full

*/

timeStampFormat=full;

/*

Enables persistent battlefield

dependent on the mission specifiying persistence, otherwise has no effect.

missions must contain either instant respawn or base respawn options located in the missions description.ext file

*/

persistent=1;

/*

Enables signature verification for addons

this will prevent pbo hacks by only allowing pbos that pass servers public key checks

*/

verifySignatures=1;

// Signature timeout fix

regularcheck="{}";

// SCRIPTING ISSUES

onUserConnected = ""; // self-explaining

onUserDisconnected = "";

doubleIdDetected = "";

regularCheck = "{}";

// some ArmA specific stuff - signature verification

onUnsignedData = "";

// unsigned data detected

onHackedData = "";

// tampering of the signature detected

onDifferentData = "";

// data with a valid signature, but different version than the one present on server detected

BattlEye = 1;

//Server to use BattlEye system

Arma2.cfg:

/*

Example ArmA2 configuration file

by [KH]Jman, 1st July 2009. http://www.kellys-heroes.eu

These example numbers are for a 2.5Ghz Quad Core Xeon on a 100mBit connection.

*/

//Do not edit these settings.

/*

Bandwidth the server is guaranteed to have (in bps).

This value helps server to estimate bandwidth available.

Increasing it to too optimistic values can increase lag and CPU load

as too many messages will be sent but discarded. Default: 131072

*/

MinBandwidth=131072;

/*

Bandwidth the server is guaranteed to never have.

This value helps the server to estimate bandwidth available.

*/

MaxBandwidth=1048576;

/*

Maximum number of messages that can be sent in one simulation cycle.

Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

*/

MaxMsgSend = 128;

/*

Maximum size of guaranteed packet in bytes (without headers).

Small messages are packed to larger frames.

Guaranteed messages are used for non-repetitive events like shooting. Default: 512

*/

MaxSizeGuaranteed = 512;

/*

Maximum size of non-guaranteed packet in bytes (without headers).

Non-guaranteed messages are used for repetitive updates like soldier or vehicle position.

Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

*/

MaxSizeNonguaranteed = 256;

/*

Minimal error to send updates across network.

Using a smaller value can make units observed by binoculars or sniper rifle to move smoother.

Default: 0.01

*/

MinErrorToSend = 0.01;

/*

Users with custom faces or custom sounds larger than this size are kicked when trying to connect.

Use this wisely as it can be the cause of alot of Join in Progress lag.

1600000 = 160k

*/

MaxCustomFileSize=0;

system.arma2profile:

/*

Example ArmA2Profile configuration file

by [KH]Jman, 1st July 2009. http://www.kellys-heroes.eu

*/

class Difficulties

{

class Recruit

{

class Flags

{

Armor=1; // Gives you improved body armor, tank armor etc

FriendlyTag=1; // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor=0', eg crosshair on.

EnemyTag=1; // Displays information on enemy units

HUD=1; // Shows you leaders location and your position in formation

HUDPerm=1; // Shows HUD permanently

HUDWp=1; // Shows Waypoints right after they're ordered to you

HUDWpPerm=1; // Shows Waypoints permanently

WeaponCursor=1; // Shows the crosshair for your weapon

AutoAim=1; // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off

AutoGuideAT=1; // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target.

3rdPersonView=1; // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as "3D view" - ArmA is not an arcade game !

ClockIndicator=1; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, enemy man at 200 meters"

Map=1; // Shows symbols for all objects known to your gruop on the map. This will NOT disable the map itself !

Tracers=1; // Displays tracers even of small arms that in real life would not have tracers

AutoSpot=1; // If you're close enough to an enemy, you'll report it without right-clicking

UltraAI=0; // Enables super AI, hear and see more and increased tactics. This is for both friendly and enemy sides.

DeathMessages=1; // Displays death messages i.e. playerA kill playerB

NetStats=1; // Displays score board

VonID=1; // Displays VON player name in window

};

// These are the skills. Value may range from 0.000000 to 1.000000

skillFriendly=0.34999999;

skillEnemy=0.34999999;

precisionFriendly=0.20;

precisionEnemy=0.20;

};

class Regular

{

class Flags

{

Armor=1;

FriendlyTag=1;

EnemyTag=0;

HUD=1;

HUDPerm=0;

HUDWp=1;

HUDWpPerm=1;

WeaponCursor=1;

AutoAim=0;

AutoGuideAT=0;

3rdPersonView=1;

ClockIndicator=1;

Map=1;

Tracers=1;

AutoSpot=0;

UltraAI=0;

DeathMessages=1;

NetStats=1;

VonID=1;

};

skillFriendly=0.44999999;

skillEnemy=0.44999999;

precisionFriendly=0.35;

precisionEnemy=0.35;

};

class Veteran

{

class Flags

{

Armor=0;

FriendlyTag=0;

EnemyTag=0;

HUD=1;

HUDPerm=0;

HUDWp=1;

HUDWpPerm=1;

WeaponCursor=0;

AutoAim=0;

AutoGuideAT=0;

3rdPersonView=0;

ClockIndicator=1;

Map=0;

Tracers=1;

AutoSpot=0;

UltraAI=0;

DeathMessages=0;

NetStats=0;

VonID=1;

};

skillFriendly=0.74999999;

skillEnemy=0.74999999;

precisionFriendly=0.75;

precisionEnemy=0.75;

};

class Expert

{

class Flags

{

Armor=0;

FriendlyTag=0;

EnemyTag=0;

HUD=1;

HUDPerm=0;

HUDWp=1;

HUDWpPerm=1;

WeaponCursor=0;

AutoAim=0;

AutoGuideAT=0;

3rdPersonView=0;

ClockIndicator=1;

Map=0;

Tracers=1;

AutoSpot=0;

UltraAI=0;

DeathMessages=0;

NetStats=0;

VonID=0;

};

skillFriendly=0.94999999;

skillEnemy=0.94999999;

precisionFriendly=0.95;

precisionEnemy=0.95;

};

};

// Sets the server default view distance.

// Render distance is 3/4 of view distance - for 2000 metres, objects will be render up to 1500 metres

// This maybe overidden by the mission

viewDistance=2000;

// Sets the server default terrain quality. Very High:10, Low:50

// This maybe overidden by the mission

terrainGrid=10;

version=1;

blood=1;

viewDistance=1600;

terrainGrid=10;

volumeCD=5;

volumeFX=5;

volumeSpeech=5;

singleVoice=0;

gamma=1;

brightness=1;

^^^the above is what I entered,^^^

the below was the server default as set up by lowpinggameservers.com:

default server.cfg:

//

// server.cfg

//

// comments are written with "//" in front of them.

// GLOBAL SETTINGS

hostname = "+Christian Gamers Online+";

// The name of the server that shall be displayed in the public server list

password = "";

// Password for joining, eg connecting to the server

passwordAdmin="xxxxx";

// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'

reportingIP="arma2pc.master.gamespy.com";

// This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers

logFile="myserver.log";

// Tells ArmA-server where the logfile should go and what it should be called

// WELCOME MESSAGE ("message of the day")

// It can be several lines, separated by comma

// Empty messages "" will not be displayed at all but are only for increasing the interval

motd[] = {

motd

};

motdInterval = 25;

// Time interval (in seconds) between each message

// JOINING RULES

checkfiles[] = {};

// Outdated.

maxPlayers = 12;

// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.

kickDuplicate = 1;

// Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.

verifySignatures = 0;

// Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on

equalModRequired = 0;

// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.

// VOTING

voteMissionPlayers = 1;

// Tells the server how many people must connect so that it displays the mission selection screen.

voteThreshold = 0.33;

// 33% or more players need to vote for something, for example an admin or a new map, to become effective

// INGAME SETTINGS

disableVoN = 1;

// If set to 1, Voice over Net will not be available

vonCodecQuality = 6;

// Quality from 1 to 10

persistent = 0;

// SCRIPTING ISSUES

onUserConnected = ""; // self-explaining

onUserDisconnected = "";

doubleIdDetected = "";

regularCheck = "{}";

// some ArmA specific stuff - signature verification

onUnsignedData = "";

// unsigned data detected

onHackedData = "";

// tampering of the signature detected

onDifferentData = "";

// data with a valid signature, but different version than the one present on server detected

BattlEye = 1;

//Server to use BattlEye system

//Do not edit these settings.

MinBandwidth=131072;

MaxBandwidth=1048576;

/*

Maximum number of messages that can be sent in one simulation cycle.

Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

*/

MaxMsgSend = 128;

/*

Maximum size of guaranteed packet in bytes (without headers).

Small messages are packed to larger frames.

Guaranteed messages are used for non-repetitive events like shooting. Default: 512

*/

MaxSizeGuaranteed = 512;

/*

Maximum size of non-guaranteed packet in bytes (without headers).

Non-guaranteed messages are used for repetitive updates like soldier or vehicle position.

Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

*/

MaxSizeNonguaranteed = 256;

/*

Minimal error to send updates across network.

Using a smaller value can make units observed by binoculars or sniper rifle to move smoother.

Default: 0.01

*/

MinErrorToSend = 0.01;

/*

Users with custom faces or custom sounds larger than this size are kicked when trying to connect.

Use this wisely as it can be the cause of alot of Join in Progress lag.

1600000 = 160k

*/

MaxCustomFileSize=0;

default arma2.cfg:

language="English";

adapter=-1;

3D_Performance=93750;

Resolution_Bpp=32;

default system.arma2profile:

version=1;

blood=1;

viewDistance=1600;

terrainGrid=10;

volumeCD=5;

volumeFX=5;

volumeSpeech=5;

singleVoice=0;

gamma=1;

brightness=1;

activeKeys[]=

{

"BIS_IAmBeingNaughty1",

"BIS_IAmBeingNaughty2",

"BIS_SOM_INFO_HINT_1",

"BIS_SOM_INFO_HINT_2",

"BIS_IAmBeingNaughty3",

"BIS_IAmBeingNaughty4",

"BIS_IAmBeingNaughty5",

"BIS_IAmBeingNaughty6",

"BIS_IAmBeingNaughty7",

"BIS_IAmBeingNaughty8",

"BIS_IAmBeingNaughty9",

"BIS_IAmBeingNaughty10"

};

It is currently running the ACE mod as set up by the lowpinggameservers.com guys.

please help I really dont know what I am mission here....

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Hey there Dakota. ;) I see that you've set reportingIP="arma2pc.master.gamespy.com";. Are you running an Operation Arrowhead server? If so, try using reportingIP = "arma2oapc.master.gamespy.com"; instead.

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I actually have 1 of each.

however, just today myself with some help from a friend were able to connect using the server default options. (the head game admin for CGO added ace2 to them a couple days ago and magically they started working)

BUT, when we connected, every mission we loaded we got kicked after it started because the mission was dependent on deleted content ace_main and cba_main, as well as several other files. this was on both the OA and A2 server. both running ace, both of us have the latest stable version of ace(1.3 for ace2 and 1.7 for ace2OA) and all the other ace files(acex, _sm, etc)

any idea what would cause that? we both checked and the files that were missing are indeed still there.

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You should receive this kind of help from your server provider. But having tried lowping's servers in the past, I know that's not likely.

My only advice is to get it up and running how you want without ACE/CBA/etc... then add mods one by one to troubleshoot.

You say you can't see in the server list? Can you connect through IP? If you can, then my guess would be a shortcut issue, as I've had similar problems before with various server configurations.

Good luck with your problem though...

I'm not going to bash particular server providers, but I have only found one competent one in many tries (for a local USA server, I have no experiences with foreign server providers) and it was JestServers.

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It works now to connect with ACE installed, and now we can find it in the server list.

seems the issue mostly came when i tried to edit the .cfg files was any of my script incorrect? I followed [KH]Jman's guide when i filled it out.

Edited by +CGO+Dakota_kid

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TBH I commented out my "reportingIP = "arma2oapc.master.gamespy.com"; A long time ago, and have NEVER had a problem finding it in the list.

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