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derlinker

Linux Server don't load the Mods

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Hi everyone,

i work the first time with the Linux Dedicated Server and i need some help :-)

The Server dont load any mod :-(

This is the arma2oaserver script

#!/bin/bash
#
# armaserver: ArmA 2 Linux Dedicated Server Control Script
#  (c) 2010 BIStudio
#  ArmA 2 binary version must be 1.04 or later
#

#=======================================================================
#========               CONFIGURATION PARAMETERS                ========
#======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ========
#=======================================================================
ARMA_DIR=/home/helge/arma2operationarrowhead
CONFIG=server.cfg
PORT=2302
PIDFILE=${ARMA_DIR}/${PORT}.pid
RUNFILE=${ARMA_DIR}/${PORT}.run
LOGFILE=${ARMA_DIR}/log.${PORT}.txt
SERVER=${ARMA_DIR}/server
CBA="@cba;@cba_a2;@cba_oa"
ACE="@ace;@acex;@acex_usnavy;"
MODS="${EXP};${CBA};${ACE};@fallujah;"

#=======================================================================

This is my Filelist:

2302.pid                         bis.url                player
2302.run                         @cba                   readme_fxaa.txt
33930_install.vdf                @cba_a2                readme_oa.txt
33933_install.vdf                @cba_oa                readme_smaa.txt
a2oa-server-1.62.102451.tar.bz2  checkfilelist.lst      readme.txt
@ace                             common                 _runa2co_beta.cmd
@acex                            core                   _runa2co.cmd
arma2oa.cfg                      dll                    server
arma2oa_manual.pdf               expansion              server.armaprofile
arma2oa_ogg.cmd                  install                server.cfg
arma2oa_patch_1_59_readme.txt    jayarma2extension.log  server_console.log
arma2oaserver                    keys                   steam_appid.txt
arma2oa_update_162_readme.txt    log.2302.txt           tolower
basic.cfg                        missions               tolower.c
besetup                          mpmissions             userconfig

and here is my server.cfg:

// GLOBAL SETTINGS
hostname = "Helges-Ballerburde";			// The name of the server that shall be displayed in the public server list
password = "XXXX";						// Password for joining, eg connecting to the server
passwordAdmin = "XXXXXXXXXXX";					// 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",
"", ""  
};
motdInterval = 5;					// Time interval (in seconds) between each message


// JOINING RULES
checkfiles[] = {};					// Outdated.
maxPlayers = 20;					// 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 = 2;					// 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;                                           // Server to use BattlEye system


// 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
{
class ace_babybird
{
	template="co31_baby_bird.takistan";
	diffeiculty="veteran";
}

//class COOP_HikeInTheHills
//{
//	template="MPE1_HikeInTheHills.Takistan";// omit the .pbo suffix
//	difficulty="regular";// difficulty: recruit, regular, veteran or mercenary (see CfgDifficulties in the main game config)
//};

};

Know my Question:

Where is my mistake? :-(

Sorry for my really bad english :-(

Greetings from Germany,

Helge

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I cannot see EXP being defined anywhere in your script. If that isn't defined, your mod line will effectively start with a semicolon, making it -mod=;@cba;@cba_a2;@cba_oa;@ace;@acex;@acex_usnavy;

This will effectively prevent any mods from being loaded.

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I cannot see EXP being defined anywhere in your script. If that isn't defined, your mod line will effectively start with a semicolon, making it -mod=;@cba;@cba_a2;@cba_oa;@ace;@acex;@acex_usnavy;

This will effectively prevent any mods from being loaded.

Indeed.

Perhaps he meant to have EXP="expansion/beta;expansion/beta/expansion" in there for the beta folders (although that would be better put into a "-beta=" param anyway).

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