Kingsley1997 39 Posted July 23, 2015 Not sure whether this is the right place to post this, but I have a suggestion for the mission editor. It would be good if there was an option in the editor to preview the mission in a simulated dedicated server. So it would essentially export the mission as a PBO, start a local dedicated server with any mods you specify, connect you to it and then let you play. If it could do that all in the background then developing MP missions would be so much easier and quicker, rather than having to do all that manually to test something.. Unless I'm testing stuff wrong I assume that is the only way to test an MP mission. Is this technically feasible or is it just not worth the investment? Share this post Link to post Share on other sites
jshock 513 Posted July 23, 2015 Not really worth the time and effort of BI, MP mission scripting/editing isn't exactly leaps and bounds different from SP, you just have to grasp a couple concepts (i.e. locality) to be able to accomplish what you want. Share this post Link to post Share on other sites
Kingsley1997 39 Posted July 23, 2015 I suppose but MP editing/scripting may not be totally different but in testing it is, since the game has to be a recognizable dedicated server before it runs any server scripts etc. Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted July 23, 2015 I suppose but MP editing/scripting may not be totally different but in testing it is, since the game has to be a recognizable dedicated server before it runs any server scripts etc. You do know about the arma3server.exe? No point in simulating a dedicated server from the mission editor if you can test your stuff on the real thing. Cheers Share this post Link to post Share on other sites
cyruz 103 Posted July 23, 2015 Use the following: Batch file: @echo off set "mod_folder=G:\Steam\steamapps\common\Arma 3\Mods" set "game_folder=G:\Steam\steamapps\common\Arma 3" set "mods=-mod=%game_folder%;" set "mods=%mods%%mod_folder%\@mod;" set "mods=%mods%%mod_folder%\@mod2;" set "mods=%mods%%mod_folder%\@mod3;" set "mods=%mods%%mod_folder%\@mod4;" set "mods=%mods%%mod_folder%\@mod5" echo "%mods%" cd /D "%game_folder%\" start "" "%game_folder%\arma3server.exe" ^ -config=arma3server.cfg "%mods%" arma3server.cfg // // server.cfg // // comments are written with "//" in front of them. // STEAM steamport =2300; steamqueryport =2301; hostname = "TestingStuff"; // The name of the server that shall be displayed in the public server list password = "Password"; // Password for joining, eg connecting to the server passwordAdmin = "Admin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' reportingIP = ""; BattleEye = 0; disableVoN = 1; // If set to 1, Voice over Net will not be available persistent = 1; // If 1, missions still run on even after the last player disconnected. kickDuplicate = 0; equalModRequired = 0; requiredSecureId = 2; timeStampFormat = "short"; // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; // SIGNATURE VERIFICATION onUnsignedData = ""; // unsigned data detected onHackedData = ""; //"ban (_this select 0)";// tampering of the signature detected onDifferentData = ""; // HC localClient[]={127.0.0.1}; Share this post Link to post Share on other sites
Kingsley1997 39 Posted July 23, 2015 Yes I am fully aware of the server.exe and that's what I have been using to test. What I mean is remove all that hassle of exporting the mission, starting to server, joining it etc and just put that in automatically in the background. Share this post Link to post Share on other sites