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doubledizz

Server will not accept addons!

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I've hired a virtual server. I've placed addons in the server's arma 3 base directory and the addons' keys are all in the KEYS folder.

The server "game panel" has a Commandline Manager tool in which I have added my mods. The preview for the Commandline Manager now looks like so...

NB: I have replaced some information with "****"

-ip=********** -port=**** -noPause -noSound -cpuCount=4 -maxMem=2048 -exThreads=7 "-cfg=A3DS\basic.cfg" "-config=A3DS\server.cfg" "-profiles=A3DS\Profiles" -world=empty -mod=@A3_FreeAim_Fix_0.4;@ALiVE;@AliveServer@CBA_A3;@RH_M4;@asdg_jointmuzzles-20140813;@ASDG_JR;@C1987mp7A3_ver2.3.1;@U100;@st_stamina_bar;@st_nametags;@st_map_autobrightness;@st_interact;@st_gi;@sthud

This is the server.cfg

//

// server.cfg

//

// STEAM

steamport=****;

steamqueryport=****;

// GLOBAL SETTINGS

hostname = "****"; // The name of the server that shall be displayed in the public server list

password = "****"; // Password for joining, eg connecting to the server

passwordAdmin = "****"; // 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

reportingIP = "arma3pc.master.gamespy.com";

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[] = {

"", "",

"****",

"", "",

""

};

motdInterval = 5; // Time interval (in seconds) between each message

// JOINING RULES

checkfiles[] = {}; // Outdated.

maxPlayers = 8; // 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

class Missions {};

When I choose the server and enter the server password, I get notification (cant' copy/paste) which basic tells me I can't join the server because my addons don't match those on the server.

What am I doing wrong?

I've also got a bunch of mates who are meant to jump on for a night of Arma in about 2 hours... :butbut:

---------- Post added at 05:04 ---------- Previous post was at 03:10 ----------

Oh my god.

I missed a semicolon between aliveserver and cba... A semicolon resulted in me reinstalling the entire server and having to upload all the mods again. Jesus Christ.

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Fun aint it, can be a headache sometimes.

Just some tips for the future,

1. When you upload to your ftp for the server, upload with what you have that you are using already, so if you have mods in your Arma3 directory,

upload those, then their wont be any question as to whether you, or the server have the same files.

2. Gameplay addons and mods dont need to be on the server for them to work, so your addons you have:

@st_s tamina_bar;@st_nametags;@st_map_autobrightness;@st _interact;@st_gi;@sthud

these you can run client side and join the server and see the features ingame still, also you can make your own mod out of these,

just name it something like @ST_Mods and take all the addons from each of the mods and put them into one, this will eliminate clutter of folders, and files.

3.Missions that require files like ALive, and other misc files related need to be on the server, other files where you have weapons or units

in a mission also need to be on the server.

4. Issues with the server where the mission dont show is usually 2 things:

A. command line is wrong

b. files the mission needs is not on the server (hence you will get an error in the rpt) or.... not fully uploaded so for this compare the file size with

what you have in your directory and whats on the ftp.

4. Any issues with the server always check 1. the RPt, and 2 the command line, so you know what your running.

Last note, do not edit missions while running mods that you will not use in the mission, if you do there may be a possibility of getting a dependency to a mod,

and you'll discover this when the mission wont load, you will get the error that something is missing and or has been deleted.

Hope that helps.

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