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Arma 2 OA - Dedicated Server Not Listed

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Guest

Hi guys,

I've been trying to setup a dedicated server using my spare computer for Arma 2 OA for the past three days but having no success.

The problem I'm having is the server does not show up on the in-game internet list, it's only listed under LAN.

I'm stumped as to what the problem could be as I have looked over several resources and I have done everything, hoping someone here can help me.

I have:

Disabled windows firewall, router firewall, anti virus.

created a batch file which starts the server.exe.

"D:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\arma2oaserver.exe" -port=2302 -name=default -config=default\server.cfg -cfg=default\Arma2.cfg -profiles=default

Port fowarded (Virgin Media Superhub 2 router):

2301 - 2305, 8766, 27016

portfoward.png

Server.cfg:

[spoiler]//
// server.cfg
//
// comments are written with "//" in front of them.


// GLOBAL SETTINGS
hostname = "Dan-PC-DS";		// The name of the server that shall be displayed in the public server list
password = "";					// Password for joining, eg connecting to the server
passwordAdmin = "xyz";				// 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  //this option is deprecated since A2: OA version 1.63
//reportingIP = "arma3" //not used at all
steamPort = 8766;
steamQueryPort = 27016;
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[] = {
"", "",  
"Two empty lines above for increasing interval",
"Welcome to our server",
"", "",  
"We are looking for fun - Join us Now !",
"http://www.example.com",
"One more empty line below for increasing interval",
""
};
motdInterval = 5;				// Time interval (in seconds) between each message


// JOINING RULES
checkfiles[] = {};				// Outdated.
maxPlayers = 64;				// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 0;				// 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 = 0;					// Server to use BattlEye system
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216)
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)
allowedHTMLLoadExtensions[] = {"htm","html"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)


// 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. //deprecated

// 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 {};				// An empty Missions class means there will be no mission rotation

class Missions
{
class CTI_MountainWarfare
{
	template = "MPE_MountainWarfare.Takistan";
	difficulty = "regular";
};
};[/spoiler]

Arma2.cfg:

language="English";
adapter=-1;
3D_Performance=1500000;
Resolution_Bpp=32;
Windowed=0;

Steam can read my server (http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=MY IP)

{
"response": {
	"success": true,
	"servers": [
		{
			"addr": "MY IP:27016",
			"gmsindex": 65534,
			"appid": 33930,
			"gamedir": "arma2arrowpc",
			"region": -1,
			"secure": false,
			"lan": false,
			"gameport": 2302,
			"specport": 0
		}
	]

}
}

Edited by Guest

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Guest

Ok, it seems to be working fine. The Server browser takes a while to fetch/display the server when 0 players are on, I was just being impatient.

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i was wondering how you found out that steam could find your server and where the last "code" bit came from so i can amend my server as i have got the server to be created (so assume all the IP's and ports are correct) but i have not yet had the luck of it appearing online even after a certain amount of time

i am running the default server launcher and the game on the same machine (you go to the root folder and launch the exe from there. not steam. and it should run 1.63. <- for anyone in the future)

thanks

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