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DieselJC

Keep Server running when empty?

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I rented server and had no problems getting it up and running I have a custom mission loaded and have gone in and everything works great,my question is can I edit the cfg file so that it runs even when empty? Then restart it every few days manually..it seems as if its empty it shows "creating" and not "playing".

Any help would be great.

Edit: Persistent..thats the word I was looking for I couldn't remember!

JC

Edit got it figured out Disregard Please.

Edited by Diesel Tech JC

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How did you do that by the way? Also, do you know how to set up params for missions as well? I'd like to set up specific parameters for a Zeus mission so it defaults to it everytime. My Config.cfg looks like this...

// MISSIONS CYCLE (see below)
class Missions
{
         class Mission1
        {
             template="mp_zgm_m11_west.Altis";
             difficulty="Regular";
         };
};

Any idea?

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First of all, sorry for bumping the thread, however I have sort of the same issues and I can not create a new thread.

After the last player disconnects, my server returns to 'creating' mode all though persistent=1.

The server doesn't return to 'creating' mode instantly though, it waits a set amount of time. (I've noticed it's approximately an hour, but I'm not sure)

This is the last part of the server.cfg file.

// JOINING RULES
maxPlayers = 32;						// 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 = 1;					// 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equalModRequired = 0;					// Outdated.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 = 0;  					// 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 = 0;						// If set to 1, Voice over Net will not be available
vonCodecQuality = 5;					// Quality from 1 to 10
persistent = 1;						// If 1, missions still run on even after the last player disconnected.

regularcheck="";

// MISSIONS CYCLE (see below)
 class Missions
 {
         class Mission1
        {
             template="cox_patrol-ops-3-01-aaf.altis";
             difficulty="Regular";
         };
 };


steamport=16549;
steamqueryport=16550;

Edited by K3lroy

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Perhaps this?

Enabling the persistence option will make missions that have either base or instant respawn keep on running after all players have disconnected. The other respawn types will not make a mission persistent. The kind of respawn a certain mission uses is set in its Description.ext.

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Perhaps this?

That's my problem, I can not find that variable anywhere.

I also tried AhoyWorld Invade & Annex, and that refuses to run persistently as well.

The script I would like to run is Patrol Operations 3 - in case anyone fixed this in that gamemode, or can tell me how to fix it myself.

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That's my problem, I can not find that variable anywhere.

I also tried AhoyWorld Invade & Annex, and that refuses to run persistently as well.

The script I would like to run is Patrol Operations 3 - in case anyone fixed this in that gamemode, or can tell me how to fix it myself.

Hi K3lroy, did you find a solution for this? I have the same problem, in Patrol Operations 3.

Thanks in advance :)

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