ineptaphid 6413 Posted January 11, 2016 I am new to Arma 3 and want to learn more. I shoot 308Win custom in real life out to 1000yards. I reload Berger and my 2 favorites are 185 hybrid and 215 hybrid target. I read a lot about snipers, guerrillas, military history. Does anyone here use "Ultimate Sniper" by Major Plaster as a resource for mods, add-ons etc? You should post this a a new Topic-this thread is for showing people how to activate mods. So-go and post your question as a new "Topic"-that way it will have it's own thread :) Good luck. Share this post Link to post Share on other sites
Lawa 0 Posted February 27, 2016 I did all the steps that are mentioned here and also tried the start script for linux but nothing seems to do it right any ideas why ? this is what my arma3 folder looks like : and this is my start parameters : ./arma3server -port=2302 -config=server.cfg -cfg=basic.cfg -name=default -filePatching "-mod=@ace;@cba_a3;@isc;@leights_opfor_pack_official;@rhsafrf;@rhsusaf;@sthud;nato_russian_vehicles_v1.3;@task_force_radio" the server runs just fine but it always gives me this : I also tried this : ./arma3server -config=server.cfg -cfg=basic.cfg -name=server.Arma3Profile -mod=@cba_a3 -mod=@ace -mod=@task_force_radio -mod=@sthud -mod=@rhsafrf -mod=@rhsusaf -mod=nato_russian_vehicles_v1.3 -mod=@leights_opfor_pack_official -world=empty -port=2302 -noSound and this : -port=2302 -config=server.cfg -cfg=basic.cfg -name=default -filePatching -mod=/home/lawa/steamcmd/arma3/@ace AND also this : @cba_a3\;@ace\;@isc\;@leights_opfor_pack_official\;@rhsafrf\;@rhsusaf\;@sthud\;@task_force_radio\;nato_russian_vehicles_v1.3 all of them are the same the server loads just fine but without ANY mods , I used this script below to run the server with same result : rmaserver: ArmA 2 Linux Dedicated Server Control Script # (c) 2010 BIStudio # ArmA 2 binary version must be 1.04 or later # ## ## slightly addapted by DaOarge for Arma3 ## #======================================================================= #======== CONFIGURATION PARAMETERS ======== #======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ======== #======================================================================= ARMA_DIR=/home/lawa/steamcmd/arma3 CONFIG=server.cfg CFG=basic.cfg PROFILES=~/".local/share/Arma 3 - Other Profiles" PORT=2302 PIDFILE=${ARMA_DIR}/${PORT}.pid RUNFILE=${ARMA_DIR}/${PORT}.run LOGFILE=${ARMA_DIR}/log.${PORT}.txt SERVER=${ARMA_DIR}/arma3server OTHERPARAMS="-world=empty -port=2302 -noSound" MODS=@cba_a3\;@ace\;@isc\;@leights_opfor_pack_official\;@rhsafrf\;@rhsusaf\;@sthud\;@task_force_radio\;nato_russian_vehicles_v1.3 #======================================================================= ulimit -c 1000000 case "$1" in start) if [ -f ${RUNFILE} ]; then $0 stop fi echo "Starting A3 server..." # file to mark we want server running... echo "go" >${RUNFILE} # launch the background watchdog process to run the server nohup </dev/null >/dev/null $0 watchdog & ;; stop) echo "Stopping A3 server..." if [ -f ${RUNFILE} ]; then # ask watcher process to exit by deleting its runfile... rm -f ${RUNFILE} fi # and terminate ArmA 2 server process if [ -f ${PIDFILE} ]; then kill -TERM $(< ${PIDFILE}) if [ -f ${PIDFILE} ]; then rm -f ${PIDFILE} fi fi ;; status) if [ -f ${RUNFILE} ]; then echo "A3 server should be running..." else echo "A3 server not running check logfile..." fi if [ -f ${PIDFILE} ]; then PID=$(< ${PIDFILE}) echo "PID file exists (PID=${PID})..." if [ -f /proc/${PID}/cmdline ]; then echo "Server process seems to be running..." fi fi ;; check) echo -n "ArmA 2 directory: ${ARMA_DIR} " if [ -d ${ARMA_DIR} ]; then echo "OK" else echo "MISSING!" fi echo -n "Server executable: ${SERVER} " if [ -x ${SERVER} ]; then echo "OK" else echo "ERROR!" fi echo "Port number: ${PORT}" echo -n "Config file: ${CONFIG} " if [ -f ${CONFIG} ]; then echo "OK" else echo "MISSING!" fi echo "PID file: ${PIDFILE}" echo "RUN file: ${RUNFILE}" ;; restart) $0 stop $0 start ;; watchdog) # this is a background watchdog process. Do not start directly while [ -f ${RUNFILE} ]; do # launch the server... cd ${ARMA_DIR} echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Starting server (port ${PORT})..." ${SERVER} >>${LOGFILE} 2>&1 -config=${CONFIG} -cfg=${CFG} -port=${PORT} -pid=${PIDFILE} -mod=${MODS} ${OTHERPARAMS} if [ -f ${RUNFILE} ]; then echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server died, waiting to restart..." sleep 5s else echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server shutdown intentional, watchdog terminating" fi done ;; *) echo "$0 (start|stop|restart|status|check)" ;; esac sorry for the long post but I'm desperate right now as I don't have a clue what to do next... Share this post Link to post Share on other sites
colonel_paz 10 Posted February 28, 2016 Hi guys, I have recently rented an ARMA3 server, and succesfully installed some MODS in it (CBA, RHSUSF, Russian armed forces...) The mods are properly installed, but I have also included the AW Invade and Annex mission, and I want the content of the MODS to be usable within that mission. HOW CAN I INCLUDE THE MODS IN THE MISSION? Do I have to include this via config file or something? Sorry if this is very obvious but I am very new to server running, my first actually! Guidance would be appreciated! Regards! Share this post Link to post Share on other sites
Weeeishy 0 Posted March 27, 2016 I'm making a new server, and I find this very helpful! Share this post Link to post Share on other sites
Corkaaay 0 Posted May 28, 2016 Thanks for the nice little "how to", although i am not new to modding the arma series it was a nice read, and will help alot of users join the modding scene. Anyhow, i was wanting to get a simple question answered if possible. How could i make my own mods such as player models? and if so, do you know how people in the community make there mods, thanks. -Corkaaay :) Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted May 31, 2016 Welcome to Bis forums, but apparently you missed the title of the thread which is: [beginners guide]How do i install mods/addons? Dont ask on threads on how to do something that is not related to the subject of the given thread, search the forum and if you cant find anything related to what your asking then ask in the general section. Share this post Link to post Share on other sites
Devastator_cm 434 Posted August 20, 2016 Why the modders do not have a clear information about who needs to have the mod installed...All mods are required to exist by all player or some of them can only run on the dedicated server?How to figure this out? For example sound mods like Ambient Battle sounds module or f-16c realsound need to be on clients as well? :huh: Share this post Link to post Share on other sites
Mitchell Beerendonk 0 Posted August 29, 2016 hey guys, i just bought arma 3 like a day ago. i tried installing the exile mod but the website doens't work anymore. i tried using a3 launcher but when downloading it, it always stops like halfway trough. this mod is probably the main reason i purchased this game in the first place. please, is there anyone who can help me?! Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted August 30, 2016 Welcome to Bis forums and to Arma3! As for the Exile mod, most mods out for Arma3 and other games in the Arma series can be found on Armaholic, heres the download for the Exile mod: http://www.armaholic.com/page.php?id=29411 Share this post Link to post Share on other sites
Nucleus81 5 Posted September 28, 2016 Hi guys ! Im playing ArmA3 Steam edition with several mods enabled. Im in trouble with .bisign files now. I got error messages showing like "Key not found for signature J:\Arma3\@UNSUNG_3.0_Charlie\addons\brg_africa.pbo.UNSUNGcharlie.bisign Test FAILED !" for Unsung mod and Niarms mod too. Any idea ? Thanx ! Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted September 30, 2016 Hi, Make sure the mods are installed correctly so as you should know all mods and their userconfigs if the mod has a userconfig will go in the Arma3 main directory which is here: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 For bisgns they will be in the same folder as the addons for the mod itself, if they are there and you are having issues with them, then you should go to the Unsung release thread and ask the authors for help and show them the error and any other issues your having, there may be a possibility that a bisign is "broke" or has something wrong with it. 1 Share this post Link to post Share on other sites
vaxoiva 1 Posted October 7, 2016 hi all i am new here i have a question about Iron Front LITE MOD i have server and ii play missions called domination whit my friends i whant add some mode called http://steamcommunit...s/?id=690552013 WW2_units_mas on this mission how can i do thet can somebody help me or add this mod on server Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted October 9, 2016 Hi vaxoiva, You can ask your question on this thread: https://forums.bistudio.com/topic/190809-iron-front-in-arm3-lite-preview-versions/ its the IFA3 Lite release thread. What you'll want to do to add those units from mas is get the mod from Armaholic not steam, http://www.armaholic.com/page.php?id=31044 to put the mod on your server move the @mod part of it to your server's ftp or the place where you upload files, mod must go into the servers Arma3 main directory where all other mods if any are. As far as using the mod on the server, you'll need a mission which uses the units from Massi's WW2 mod otherwise they wont showup, suggest something simple to start so you can test that the mission is working with the mod and everything is showing up. As far as Domination mission goes, thats a while nother ballgame, you will need to contact the author and or locate a thread for the mission and see if you can get help implementing the units, or open the mission up (extract the pbo) and locate something where classes can be added for units (soldiers) as with massi's mod its all infantry. Hope that helps. 1 Share this post Link to post Share on other sites
iVVChewy9141VVi 6 Posted October 22, 2016 How do you make a Mod Folder with multiply mods in there. I am currently in the process of making a team so i would like to gather mods from Armaholic and put them in one folder for easy updates of the mods. Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted October 22, 2016 Welcome to Bis forums! So what your asking is you want to run one mod instead of having multiple @ mods in your startup or launcher? and then when any of them updates you just want to be able to throw the updated files into that one mod folder correct? Give you an idea of what i been doing since 2009, as I have a series of compilation mods I built called WarMods each having their own specific name based on what other mod or game they are for but, heres how they are setup: You have one folder as your main mod so for example lets say your mod name is @Armagames_mod inside the @Armagames_mod you have a subfolder titled addons thats ---> addons (dont misspell it or the game wont read the mod)! inside the addons you want to put all the files that end with .pbo, and .pbo.bisign so to compile many mods into one mod, download a mod you want to add to your mod, basically open its @ folder and go into its addons folder and copy n paste the pbo's & bisgns files or move them to your @Armagames_mod addons folder. Make sure you check to see if the mod you are adding doesn't also have a userconfig which will be seperate from the @ mod folder, same goes for the keys folder So you have 3 things to a mod---> @mod (whatever the mods name is) userconfig (not all mods have one) keys all 3 of these files go into your Arma3 directory----> C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 So now after you have done one mod, basically take the pbo's & bisigns and moved them or copied them to your mod's addons folder, you just repeat the process. To update any mods in your Compiled mod, then basically repeat the process, just take the updated mod version and move it to the addons folder of your mod and once you do it will ask if you wish to overwrite the existing file/s that have the same name as the one your moving, if so say yes. Note - not all updates in mods change all the files, it might be a couple, or just 1 file out of say 10 files depends what was done and the mod. Hope that makes sense but basically you run that one compiled mod with all the other mods in it, there is another way I heard about but i forget, but this is how i been doing it. The main concern when doing this type of compiling is that, there may be a possability of conflicts between mods, so the thing to look for is mods that do the same or similar thing, or functions, so you will want to test your game with your new mod as you add mods. Overall just a rule of thumb is always use a mod folder for this method, NEVER add any addons (.pbos, Bisigns, and any other files) to your Arma3's directory's addon's folder, if you get a conflict and dont know what addon does what your screwed, you'll have to delete the addons folder and do a verify integrity of cache to reacquire a shit ton of files, or spend alot of time researching. When adding files of other mods to your one mod, be familiar with the file names, and what the mod does, as its important to know this as when you have a conflict that you can easily go in and yank a file if its causing issues. Lastly be sure to run @CBA_A3 with your compiled mod, or you will get some cba, event handlers type error, depends, just run it anyways, an example my biggest mod i built with this method, took me 6 months to build, adding 4 patches about a year + but the mod was called COWarMod, CO being Arma2CO aka Combined Ops, and the mod had over 230+ addons and mods. any further questions send me a pm or ask here as this is what I do when i mod. Anyways hope that helps, idk if that is exactly what your asking but just a thought it might be, if not correct me if I'm wrong. :) 1 Share this post Link to post Share on other sites
iVVChewy9141VVi 6 Posted October 22, 2016 Thanks So much for the help. Worked great! Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted October 25, 2016 Late reply, sorry, your very welcome, any other questions regarding mods, feel free to ask this is the thread for it :) Share this post Link to post Share on other sites
DRsmorn 0 Posted December 21, 2016 Hello guys so i have a problem to i want to play battle royale and i download all the mods you need its three if i am right and it doesnt detect two mods it only detects battle royale it doesnt detect cup weapons and cba_a3 i mean it detects them but in game they are showing up red on the bootom right.Here is a picture off what i mean, and i could join one server but there was no one in there and i tried another server and i said it didnt load a building or something like that, im new to arma so please can someone help and another thing cant you make a new post on this forum.Thanks for the reply. Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted December 23, 2016 Hello welcome to Bis forums, and the Armaverse ;) Usually the red dot means that you dont have the same version as the server. Share this post Link to post Share on other sites
DRsmorn 0 Posted December 23, 2016 thanks for the reply is there a way to update the mod Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted December 23, 2016 You will need to contact the server, or find out what version the server is running, I cant really help you much here, havent played MP myself since earlier this year and never played on public servers for A3, i think your best bet for answers is to ask in the MP section, not here. Share this post Link to post Share on other sites
Mordacai 38 Posted February 7, 2017 Hello, I didn't see any mention of MOD order in the launcher (BIS). I usually have CBA on the top and any sound mods at the bottom of the list. Does any of that matter? Cheers Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 7, 2017 16 hours ago, Mordacai said: Hello, I didn't see any mention of MOD order in the launcher (BIS). I usually have CBA on the top and any sound mods at the bottom of the list. Does any of that matter? Cheers For Arma, it doesn't really matter. As a general rule, I go with CBA first, game changing mods second (like ACE or ALiVE), clientside mods 3rd (such as user made folding maps or whatever), weapons/equipment/vehicles/units 4th, map packs 5th (such as CUP) and maps themselves last, but honestly man I don't think it will make much of a difference. 1 Share this post Link to post Share on other sites