jandrews 116 Posted February 6, 2014 (edited) Updated / edited Hello, So I have learned quickly on how to get my gaming server updated. I am now having problems with my command line changer... I would like to add mod=@CBA_A3;@ACRE;@JayArmAlib3;@JTFModsv4;@Zeu Now I have not been able to load this, I have changed it around a few times with no luck. Edited February 7, 2014 by JAndrews1 Share this post Link to post Share on other sites
jandrews 116 Posted February 7, 2014 bump .... updated/edited... any takers? ---------- Post added at 04:41 ---------- Previous post was at 03:47 ---------- For anyone else ever to have this issue. Please be aware to only load 1 mod at a time, apparently you cannot load all at one time onto server and expect good things. Load 1 at a time and check to see if it loads on server. that would have been great to know a few hours ago. Share this post Link to post Share on other sites
terox 316 Posted February 7, 2014 can you post a copy of the actual command line in full Share this post Link to post Share on other sites
Hud Dorph 22 Posted February 7, 2014 "mod=" is wrong - must be "-mod=" (no quotes) Share this post Link to post Share on other sites
jandrews 116 Posted February 9, 2014 (edited) hello, so I figured how to install the mods with filezilla and then place them correctly into command line to show on expansions. GREAT!! Now, I am not able to play any MP missions. I am using CBA_A3, ACRE, JayArmAlib, Zeu and another from my clan install directly to root directory. Now do I put anything anywhere else?? addons? userconfig? I have read that may be I should. Anyways, I can upload the mp missions, see them on server and when I go to play them (patrolops, invade/annex, alive) none load. Now in server.cfg I have below: Also, I am not able to take serveradmin when in server, yes i have pw on both and no // // JOINING RULES maxPlayers = 12; // Maximum amount of players. kickDuplicate = 1; verifySignatures = 0; // 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, new map // INGAME SETTINGS BattlEye = 1; disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 8; // Quality from 1 to 10 persistent = 1; // If 1, missions still runs on even after the last player disconnected. steamPort = 8784; steamQueryPort = 27033; Any help much thanks. Edited February 9, 2014 by JAndrews1 Share this post Link to post Share on other sites
Gunter Severloh 4057 Posted February 9, 2014 All addons, mods, userconfigs get installed the same as your game, on a server the addons are the same as mods, if you need to setup to use an addon just create a mod folder for it aka @mod If you need help, I myself have been running game servers since 2007, using filezilla, currently for arma2Co and Arma3. Keep in mind any issues you have with the server theres 3 things to check before you start asking questions somewhere: 1. always check the server's RPT 2. command line to make sure that the wording is correct, and that the server's server.cfg is listed in the command line. 3. check your files to make sure their in the correct place, see if you have all files a mission requires, and that the wording of a file is the same in the command line. If you have a mod that is labeled @War, and you have @War1 in your command line, the @War mod will not load, so check, check, and check again, then test, and review the rpt for anything that looks odd, or messages ect,. if you not sure then ask, always provide as much info as possible. Again if you need some assistance, send me a pm, and allow me to access your ftp and I can look at your setup, i have done this numerous times with members of the forum here mainly just rented gameservers, i myself rent from fragnet, but a couple of guys on my steam friends list can vouch for me, anyways hope that helps. Share this post Link to post Share on other sites
jandrews 116 Posted February 9, 2014 (edited) Thanks for your response. #1. this is the most recent rpt. D:\game\Andrews\GameServers\TC00575601387085338318400\arma3server.exe == "D:\game\Andrews\GameServers\TC00575601387085338318400\arma3server.exe" -config=server.cfg -nosound -nosplash -maxMem=2047 -profiles=D:\game\Andrews\GameServers\TC00575601387085338318400 -name=Server -port=2319 -mod=@CBA_A3;@ACRE;@JayArmA3Lib;@JTFJMods;@Zeu Exe timestamp: 2014/02/05 21:06:24 Current time: 2014/02/08 19:27:17 Type: Public Branch: Stable Version: 1.10.114700 Allocator: D:\game\Andrews\GameServers\TC00575601387085338318400\dll\tbb4malloc_bi.dll ===================================================================== AppId parsing successful. Using appId=107410 #2. profiles=D:\game\Andrews\GameServers\TC00575601387085338318400 -name=Server -port=2319 -mod=@CBA_A3;@ACRE;@JayArmA3Lib;@JTFJMods;@Zeu #3. 410a05c61a8bf448e14d47280bfca23e4bd6ee17 5/23/2013 7:30:21 PM @ACRE 2/6/2014 11:20:16 PM @CBA_A3 2/6/2014 7:43:41 PM @JayArmA3Lib 2/6/2014 11:31:42 PM (not sure why that face/sign is there) @JTFJMods 2/6/2014 11:55:09 PM @Zeu 2/7/2014 12:00:29 AM Addons 2/5/2014 9:06:26 PM appcache 2/4/2014 7:55:03 PM b158a4d1613d10e511f66f2b0e2a8b63e0e23510 2/5/2014 8:52:02 PM BattlEye 2/5/2014 9:06:25 PM config 2/8/2014 7:24:22 PM DirectX 2/5/2014 9:06:26 PM Dll 2/5/2014 9:06:26 PM Dta 2/5/2014 9:06:26 PM Keys 2/5/2014 9:06:26 PM logs 2/4/2014 7:55:03 PM Missions 2/5/2014 9:06:26 PM MPMissions 2/8/2014 7:49:48 PM userconfig 2/6/2014 11:24:30 PM Users 2/4/2014 7:54:5 Edited February 9, 2014 by JAndrews1 Share this post Link to post Share on other sites
terox 316 Posted February 9, 2014 (edited) Here is an example of my command line for an addon server we run "D:\Games\A3\A3ServerNo2\arma3server.exe" -port=2402 "-profiles=D:\Games\A3\A3ServerNo2" -config=Config_@Test.cfg -mod=@CBA_A3;@JayArmA3Lib;@ACRE;@alive;@a3mp I find the bit highlighted in red a bit odd "D:\game\Andrews\GameServers\TC0057560138708533831 8400\arma3server.exe" -config=server.cfg -nosound -nosplash -maxMem=2047 -profiles=D:\game\Andrews\GameServers\TC00575601387 085338318400 -name=Server -port=2319 -mod=@CBA_A3;@ACRE;@JayArmA3Lib;@JTFJMods;@Zeu How to debug a non starting server. 1) Clear out all MpMissions (Back them up for later reinstall) 2) Clear command line completely 3) Start with a vanilla set up defining only the port eg "D:\game\Andrews\GameServers\TC0057560138708533831 8400\arma3server.exe -port=2319 -config=server.cfg -nosound If this fails, you have issues with your installation, cfg files etc When you start the server up you should then only see listed some B.I missions that are installed in an addon You should be able to log in as admin and load a mission If so far so good then start adding the -mod folders in the following order @CBA_A3 (Then test) @CBA_A3;@Zeu (Then test) @CBA_A3;@Zeu;@JTFJMods (Then test) @CBA_A3;@Zeu;@JTFJMods;@JayArmA3Lib;@ACRE (Then test) Once you have a stable -mod line then start adding your missions in the MpMissions backup folder you created in in batches of 4 or 5 missions One of the missions in there will be fubarred When you start the server.exe one of the preliminary things it does is scan your Mpmissions looking through some of the files. I know it defintely reads the description.ext and if there are any issues in there the server fails to completely start up I dont see any issues in the rpt you posted, but you havent posted the full .rpt, there is normally a lot more entries in there, maybe pastebin the lot for us I assume you have the userconfig folder inclusive iof all the internal files, eg ............\userconfig\acre\acre_clientside_config.hpp ............\userconfig\acre\acre_keys.hpp ............\userconfig\zeu\zeu_A3serverBriefing.hpp not sure what zeu addons you have running, suspecting only the briefing plugin Hope that helps and if Gunter is offering to help you then I would recommend taking him up on it and possibly giving him rdp, teamviewer access. Make sure you arent wasting his time though with silly syntax mistakes. We all suffer from that Edited February 9, 2014 by Terox Share this post Link to post Share on other sites
Gunter Severloh 4057 Posted February 9, 2014 Was working with him through pm, but good things pointed out Terox. I mainly suggested he test the server using vanilla only, if the missions work then add a mod, if a mod dont work then be sure that, that mod has all the required files for it to run, and that its setup correctly in the command line. Then once it is working do the same for all the other mods. last pm, he asked a question: Quote Originally Posted by JAndrews1I think your right. I am DL'ing more mods that I thought were client side but may be server side like blastcore, VTS and JSRS to server. Hopefully that will do it. I am under the impression that if a mission has (whatever) mods on during the making of that mission than the server needs those same mods. Is that correct? my response Theres a difference on mods, there are mods that add weapons, vehicles, and or unit types to the game, then you have mods that are gameplay mods, like Blastcore, Jsrs, ect,.When you build a mission and have a mod in your target line like say a vehicle mod, as long as you do not add the vehicle in the mission you should be ok, as soon as you add a vehicle from that mod in your mission the server will also need that mod. So gamplay mods dont need to be on the server, you can run them client side while being on the server and still see/hear their effects, mods as said with weapons, vehicles, units ect,. will need to be on the server if the mission you built has any content from those mods in the mission. As a note if you build a mission with no intention of adding a mod that your running, its best not to run that mod while editing that mission as their is a possibility of creating what is called and addon dependency, so in other words build vanilla missions with the vanilla game, mission requiring mods, will also need the mod to be on the server and in the server's command line. In general make sure the basic, vanilla setup is working first, then add one mod at a time, check for wording, folder labeling, make sure that the added mods work on your own machine/game first. Always check a mod be it a gamplay mod or added weapons/vehicle, units type mod for its requirements, some AI mods do need to be on the server as well, it depends what your playing. My server I run is coop with just a couple of friends. What i do with my FTP is I just copy n paste a mod I know works over to the FTP's directory where the mod/files need to be, so it cuts out any unnecessary having to download, extract, move, and then copy n paste to the ftp. Ideally the server should have the same setup as your own game, server command line will be different to a degree because of the cfgs, and other parameters in there but overall theres really not much to figure out from there, lastly as suggested, and as a reminder always check the rpt if something is not starting, or your getting errors, ect,. then from their check command line, check file names to make sure all files match, then check parameters for the command line. If the command line for the server is running vanilla missions with no issues, then your issues if any will be with the mods your running, again if a mission requires a mod, then be sure to have all the files and the same mod setup you do on your client game. I had a situation where I had a mission that wouldn't start even though the mod folder, labeling, ect,. was there, and the command line was correct, ect,. but apon looking in the rpt i find an error saying im missing a file thats supposedly supposed to be in a said mod folder the mission requires, apparently the issue was the ftp did not upload all the required files, just some of them, so another added note to keep in mind. Share this post Link to post Share on other sites