hellstorm77 2 Posted January 2, 2013 im having a little problem getting my arma 2 rented server up and running with mods on is this the right command line -mod=@ACE;@ACEX;@ACEX_RU;@ACEX_SM;@ACEX_USNavy;@ACRE;@CBA;@CBA_A2;@CBA_OA;@JayArma2Lib;@JayArma2Lib_new;@JSRS;@JSRS_ACE;@UKF_UKweps;@ukf_ukweps_ace;BAF-Lite Share this post Link to post Share on other sites
SnowSky 12 Posted January 2, 2013 there are spaces at @ACR E and @JayArmA2Lib_n ew, is it like this in the target-line too? That might cause an error. What does the server-config look like? Did you watch into the logs? May post them as well? in case of real spaces, you need to put the parameter into "xy" Share this post Link to post Share on other sites
Sakowski 1 Posted January 2, 2013 Sorry if I will go offtopic but Don't use ACEX_SM if you are using JSRS if you do not want to have sound clusterfu** :) Share this post Link to post Share on other sites
ringoray 1 Posted January 2, 2013 apart from the spaces mentioned above, whats the BAF_lite? isnt that already in the game form OA patch 1.55 and also 1.54.? Im not sure if that needs to be there, maybe im wrong, but on my server i dont need it there. this is how my server runs its parameter line; "C:\Program Files (x86)\Bohemia Interactive\ArmA 2\arma2oaserver.exe" -mod=@CBA;@CBA_OA;@CBA_A2;@ACE;@ACEX;@ACEX_SM;@ACEX_RU;@ACEX_USNavy; -config=server.cfg so looking at this you can probably figure out whats goin on there. Is your server.cfg running? Share this post Link to post Share on other sites
hellstorm77 2 Posted January 2, 2013 thank you for sharing that ---------- Post added at 19:20 ---------- Previous post was at 19:19 ---------- Thank for sharing that sakowski ---------- Post added at 19:22 ---------- Previous post was at 19:20 ---------- apart from the spaces mentioned above, whats the BAF_lite? isnt that already in the game form OA patch 1.55 and also 1.54.?Im not sure if that needs to be there, maybe im wrong, but on my server i dont need it there. this is how my server runs its parameter line; "C:\Program Files (x86)\Bohemia Interactive\ArmA 2\arma2oaserver.exe" -mod=@CBA;@CBA_OA;@CBA_A2;@ACE;@ACEX;@ACEX_SM;@ACEX_RU;@ACEX_USNavy; -config=server.cfg so looking at this you can probably figure out whats goin on there. Is your server.cfg running? yeah the server.cfg is running.. Do i need to put anything in the server.cfg expansion BAF lite is just a lite viersion have BAF DLC Share this post Link to post Share on other sites
SnowSky 12 Posted January 2, 2013 logFile = "server_console.log"; this entry would be nice to see some logging. But we might find errors also by using the C:\Users\<your username>\AppData\Local\ArmA 2 OA\arma2oaserver.rpt Regarding sound mods on dedicated servers - are they really needed? Aren't they Client Side only? Only reason you might need files of sound mods on servers are the *.bikey in the keys folder if you only allow those signed mods. I'm not sure but thats what I think about Share this post Link to post Share on other sites
ringoray 1 Posted January 2, 2013 (edited) // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "[ASOG] Recruiting"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = ""; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead logFile = "server_console.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[] = { "", "", "", "", "Welcome to our server", "We are looking for fun - Join us Now !", "Join us now, we will be running ArmA3 on its release!", "http://www.asog-clan.co.uk", "Teamspeak details in game and on website", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 30; // 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 .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // 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 = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye =1; // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible! // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions {}; -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------This is a working sever.cfg. Compare it with yours and see if you are the same as me, obviously server name and stuff like that will be your stuff. Let me know if that helps. Edited January 2, 2013 by ringoray Share this post Link to post Share on other sites
hellstorm77 2 Posted January 2, 2013 logFile = "server_console.log";this entry would be nice to see some logging. But we might find errors also by using the C:\Users\<your username>\AppData\Local\ArmA 2 OA\arma2oaserver.rpt Regarding sound mods on dedicated servers - are they really needed? Aren't they Client Side only? Only reason you might need files of sound mods on servers are the *.bikey in the keys folder if you only allow those signed mods. I'm not sure but thats what I think about i added the mods through ftp filezilla.. I'm hosting events with mods thats why i was wondering how to add them Share this post Link to post Share on other sites
SnowSky 12 Posted January 3, 2013 Okay another Idea, did you load up the userconfig/ace etc.? in the ace userconfig, there is also an option you have to set for dedicated servers if I remember right. Another good Idea would be, adding single mods and test it if it runs. I mean, first time, just add cba, cba_a2, cba_oa. then also add ace and ace_x. if everything still runs good, add the next mods, until it doesn't work anymore. This way you may sort it out. Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted January 3, 2013 @hellstorm77 you have an Arma2CO server correct?, that is Arma2+OA=Combined Ops, not just an Arma2 server, as I can see how you might have a problem getting some mods to work. Who are you renting your server from?, they should have the command line setup for you for a default Arma2CO game already, all you need to do is install and add the mods you want to use to the command line. You should need to add a server.cfg, or profiles, or basic to the server if its rent, all you need to do is setup the details and info of the server.cfg. Can you post the default command line for the server? Share this post Link to post Share on other sites
hellstorm77 2 Posted January 3, 2013 @hellstorm77 you have an Arma2CO server correct?, that is Arma2+OA=Combined Ops, not just an Arma2 server, as I can see how you might have a problem getting some mods to work. Who are you renting your server from?, they should have the command line setup for you for a default Arma2CO game already, all you need to do is install and add the mods you want to use to the command line. You should need to add a server.cfg, or profiles, or basic to the server if its rent, all you need to do is setup the details and info of the server.cfg. Can you post the default command line for the server? i have the server.cfg setup im running wasteland on the server at the moment.. where do i find the default command line for the server Share this post Link to post Share on other sites
SavageCDN 231 Posted January 3, 2013 Gunter is right if you are running Combined Ops there may be another mod entry depending on how the provider is setup. If they have merged the Arma 2 and Arma 2 OA installs then you'll need to add another mod entry (expansion) Here is our command line: -server -nosplash -cpuCount=2 -port=2312 -mod=[b]expansion;[/b]@CBA_A2;@CBA_OA;@CBA;@server;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@JayArma2Lib_new;@ACRE;@fallujah;@st_lb_enhance;@st_interact;@tpwcas -profiles=path\to\install\folder\ -netlog -cfg=basic3.cfg -config=serverFAL.cfg -maxmem=4096 -BEpath=path\to\install\folder\Expansion -world=empty Adding the -profiles parameter means it will create an .rpt log file in the install directory. -netlog (as mentioned already) creates a server log file as well (logs different stuff than the .rpt) If you are running BattlEye make sure it is pointing to the \Expansion\BattlEye folder Also the order in which you launch the mods actually does matter. I use Six-Updater on my PC to launch the game with all the mods, then copy the order in which SU launches and use it on our server. So for example in your 1st post you need to have the @CBAs loaded BEFORE the @ACE stuff. Share this post Link to post Share on other sites
hellstorm77 2 Posted January 3, 2013 where will i find where to put the command line for the server Share this post Link to post Share on other sites
SavageCDN 231 Posted January 3, 2013 That will depend on your provider and what software they are using to control servers... you might have to ask them that question. Do you know if it is TCAdmin? Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted January 4, 2013 where will i find where to put the command line for the server When you login as admin to your control panel of the server there should be a page where you turn your server on & off, on the same page should be the command line, whats default there, or at least some instructions should tell you what you should be using, it could be on another page, but it all depends on how your server host has it setup. if you cant find the command line then you need to contact your Server host and find out what command line your supposed to use, or where it is located, so you to launch Arma2CO. Again who are you renting your server from? i have the server.cfg setup im running wasteland on the server at the moment.. It would be easier if you just said no im not running an Arma2 only server, Im running an Combined Ops server, or just say combined ops. Running Wasteland mission doesn't really tell me much as I never played the mission, I'm assuming its for Arma2CO. The first thing when you have troubles or something your not sure of when you rent a gameserver, is you should be contacting your server's support. Share this post Link to post Share on other sites
hellstorm77 2 Posted January 19, 2013 I have started my dedicated server with these mods (@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@JSRS;@JSRS_ACE;@JayArma2Lib_new; @JayArma2Lib;@ACRE;@UKF_UKweps;@ukf_ukweps_ace; ) and also started my arma with them too and im gettin this error any ideas why? http://imageshack.us/f/405/arma2oa2013011903583468.png/ Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted January 19, 2013 Did you Install all the bikey files on the server too, the folder you get when you download and install a mod called keys, inside is a file called bikey is that folder on the server too, and are the files for ace and all related with it, if not add them. Read this about verify signatures: http://community.bistudio.com/wiki/ArmA:_Addon_Signatures Just a note, if you have verify signatures on, meaning you have verifySignatures = 2; setup in your server.cfg and you are trying to join your server, and dont have proper keys, then you'll either get the error your getting or get kicked, most of the time you wont be allowed on and or get kicked. If your server is not going to be public, and your using it to just host missions for you and a buddy then you dont need verify signatures on, just lock your server with a password. Share this post Link to post Share on other sites
hellstorm77 2 Posted January 19, 2013 yeah when i installed the mods i did it from six updater i clicks install mods and bikeys. Do i need to move the bikeys anywhere or just leave them in their folder? Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted January 19, 2013 Bikeys should be in the keys folder and nowhere else. Share this post Link to post Share on other sites
hellstorm77 2 Posted January 19, 2013 in the keys folder for each mod? or key folder in your main arma 2 folder? Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted January 19, 2013 All keys from every mod goes into one folder which will be in your Arma2 directory. Share this post Link to post Share on other sites
hellstorm77 2 Posted January 19, 2013 i copied them into the keys folder do i have to delete the keys in the mods folder or can i keep them there Share this post Link to post Share on other sites
Gunter Severloh 4088 Posted January 20, 2013 The keys that are in the mods folder should be moved to the keys folder in your Arma2 directory, as long as you have them in your keys folder, having a copy in the mod folder wont hurt nothing. Share this post Link to post Share on other sites