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Authentifcation Timeout Arma2 OA 1.63 Debian Dedicated server

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Hello,

 

sorry for my bad english.

i have an Debian 8 server 64bit 4*4Ghz und 16GB RAM.

I can join my own server and can vote for an mission. I can join the server but wenn i click continue at the mission briefing i get an error 'Authentification Timeout*.

I hope someone of you can help me with this error...

 

the log is in the Spoiler

Many thanks in advance

 2:38:28 Dedicated host created.
 2:38:33 BattlEye Server: Initialized (v1.207)
 2:38:33 Host identity created.
ArmA 2 OA Console version 1.63 : port 2302
 2:38:48 BattlEye Server: Player #0 Daniel (95.208.211.70:5934) connected
 2:38:48 Player Daniel connecting.
 2:38:49 Player Daniel connected (id=76561198030718688).
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable
Warning Message: No challenge value was received from the master server.
GameSpy QR2 error: 5, No challenge value was received from the master server.
 2:39:58 Admin Daniel logged in.
 2:40:04 Roles assigned.
 2:40:04 Reading mission ...
 2:40:12 Mission read.
Error in expression <effectcreate ["colorcorrections",1549];
_ppEffect ppEffectEnable true;>
  Error position: <_ppEffect ppEffectEnable true;>
  Error Undefined variable in expression: _ppeffect
Error in expression <500];
_color = [_R,_G,_B,_intensity];


_ppEffect ppEffectAdjust [
1,
1,
-0.002->
  Error position: <_ppEffect ppEffectAdjust [
1,
1,
-0.002->
  Error Undefined variable in expression: _ppeffect
No owner
No owner
No owner
No owner
No owner
No owner
No owner
 2:40:19 Game started.
 2:40:19 Player Daniel disconnected.
 2:40:19 BattlEye Server: Player #0 Daniel disconnected
 2:40:19 Admin Daniel logged out.
 2:40:19 All users disconnected, waiting for users.
Client: Remote object 2:7 not found
Ref to nonnetwork object 26c28de8# 439701: infostand_1.p3d
Ref to nonnetwork object 26c28de8# 439701: infostand_1.p3d
Ref to nonnetwork object 26c28de8# 439701: infostand_1.p3d
Ref to nonnetwork object 26c29a80# 439702: dummyweapon.p3d
Ref to nonnetwork object 26b80458# 439703: infostand_1.p3d
Ref to nonnetwork object 26c29a80# 439702: dummyweapon.p3d
Ref to nonnetwork object 26b80458# 439703: infostand_1.p3d
Ref to nonnetwork object 26b80458# 439703: infostand_1.p3d
Ref to nonnetwork object 26c29a80# 439702: dummyweapon.p3d
Ref to nonnetwork object 26c29a80# 439702: dummyweapon.p3d
Ref to nonnetwork object 29a13738# 439704: dummyweapon.p3d
Ref to nonnetwork object 276ab538# 439705: infostand_2.p3d
Ref to nonnetwork object 29a13738# 439704: dummyweapon.p3d
Ref to nonnetwork object 276ab538# 439705: infostand_2.p3d
Ref to nonnetwork object 276ab538# 439705: infostand_2.p3d
Ref to nonnetwork object 29a13738# 439704: dummyweapon.p3d
Ref to nonnetwork object 29a13738# 439704: dummyweapon.p3d
Ref to nonnetwork object 29bb6d78# 439706: dummyweapon.p3d
Ref to nonnetwork object 29bfc1b8# 439707: infostand_1.p3d
Ref to nonnetwork object 29bb6d78# 439706: dummyweapon.p3d
Ref to nonnetwork object 29bfc1b8# 439707: infostand_1.p3d
Ref to nonnetwork object 29bfc1b8# 439707: infostand_1.p3d
Ref to nonnetwork object 29bb6d78# 439706: dummyweapon.p3d
Ref to nonnetwork object 29bb6d78# 439706: dummyweapon.p3d
Ref to nonnetwork object 29bfc7d8# 439708: dummyweapon.p3d
Ref to nonnetwork object 26b3b878# 439709: infostand_2.p3d
Ref to nonnetwork object 29bfc7d8# 439708: dummyweapon.p3d
Ref to nonnetwork object 26b3b878# 439709: infostand_2.p3d
Ref to nonnetwork object 26b3b878# 439709: infostand_2.p3d
Ref to nonnetwork object 29bfc7d8# 439708: dummyweapon.p3d
Ref to nonnetwork object 29bfc7d8# 439708: dummyweapon.p3d
Ref to nonnetwork object 26b3be98# 439710: dummyweapon.p3d
Ref to nonnetwork object 29c51950# 439711: infostand_1.p3d
Ref to nonnetwork object 26b3be98# 439710: dummyweapon.p3d
Ref to nonnetwork object 29c51950# 439711: infostand_1.p3d
Ref to nonnetwork object 29c51950# 439711: infostand_1.p3d
Ref to nonnetwork object 26b3be98# 439710: dummyweapon.p3d
Ref to nonnetwork object 26b3be98# 439710: dummyweapon.p3d
Ref to nonnetwork object 29c52298# 439712: dummyweapon.p3d
Ref to nonnetwork object 29c784f0# 439713: infostand_2.p3d
Ref to nonnetwork object 29c52298# 439712: dummyweapon.p3d
Ref to nonnetwork object 29c784f0# 439713: infostand_2.p3d
Ref to nonnetwork object 29c784f0# 439713: infostand_2.p3d
Ref to nonnetwork object 29c52298# 439712: dummyweapon.p3d
Ref to nonnetwork object 29c52298# 439712: dummyweapon.p3d
Ref to nonnetwork object 29c78e38# 439714: dummyweapon.p3d
Ref to nonnetwork object 29cabdc0# 439715: infostand_1.p3d
Ref to nonnetwork object 29c78e38# 439714: dummyweapon.p3d
Ref to nonnetwork object 29cabdc0# 439715: infostand_1.p3d
Ref to nonnetwork object 29cabdc0# 439715: infostand_1.p3d
Ref to nonnetwork object 29c78e38# 439714: dummyweapon.p3d
Ref to nonnetwork object 29c78e38# 439714: dummyweapon.p3d
Ref to nonnetwork object 29cac3e0# 439716: dummyweapon.p3d
Ref to nonnetwork object 29cdee68# 439717: infostand_1.p3d
Ref to nonnetwork object 29cac3e0# 439716: dummyweapon.p3d
Ref to nonnetwork object 29cdee68# 439717: infostand_1.p3d
Ref to nonnetwork object 29cdee68# 439717: infostand_1.p3d
Ref to nonnetwork object 29cac3e0# 439716: dummyweapon.p3d
Ref to nonnetwork object 29cac3e0# 439716: dummyweapon.p3d
Ref to nonnetwork object 29cdf990# 439718: dummyweapon.p3d
Ref to nonnetwork object 29d23ee0# 439719: infostand_1.p3d
Ref to nonnetwork object 29cdf990# 439718: dummyweapon.p3d
Ref to nonnetwork object 29d23ee0# 439719: infostand_1.p3d
Ref to nonnetwork object 29d23ee0# 439719: infostand_1.p3d
Ref to nonnetwork object 29cdf990# 439718: dummyweapon.p3d
Ref to nonnetwork object 29cdf990# 439718: dummyweapon.p3d
Ref to nonnetwork object 29d24500# 439720: dummyweapon.p3d
Ref to nonnetwork object 29d55fb8# 439721: infostand_2.p3d
Ref to nonnetwork object 29d24500# 439720: dummyweapon.p3d
Ref to nonnetwork object 29d55fb8# 439721: infostand_2.p3d
Ref to nonnetwork object 29d55fb8# 439721: infostand_2.p3d
Ref to nonnetwork object 29d24500# 439720: dummyweapon.p3d
Ref to nonnetwork object 29d24500# 439720: dummyweapon.p3d
Ref to nonnetwork object 29d56900# 439722: dummyweapon.p3d
Ref to nonnetwork object 29d8c618# 439723: infostand_2.p3d
Ref to nonnetwork object 29d56900# 439722: dummyweapon.p3d
Ref to nonnetwork object 29d8c618# 439723: infostand_2.p3d
Ref to nonnetwork object 29d8c618# 439723: infostand_2.p3d
Ref to nonnetwork object 29d56900# 439722: dummyweapon.p3d
Ref to nonnetwork object 29d56900# 439722: dummyweapon.p3d
Ref to nonnetwork object 29d8cc38# 439724: dummyweapon.p3d
Ref to nonnetwork object 29c28250# 439725: infostand_2.p3d
Ref to nonnetwork object 29d8cc38# 439724: dummyweapon.p3d
Ref to nonnetwork object 29c28250# 439725: infostand_2.p3d
Ref to nonnetwork object 29c28250# 439725: infostand_2.p3d
Ref to nonnetwork object 29d8cc38# 439724: dummyweapon.p3d
Ref to nonnetwork object 29d8cc38# 439724: dummyweapon.p3d
Ref to nonnetwork object 29c28ae0# 439726: dummyweapon.p3d
Ref to nonnetwork object 29de8e48# 439727: infostand_2.p3d
Ref to nonnetwork object 29c28ae0# 439726: dummyweapon.p3d
Ref to nonnetwork object 29de8e48# 439727: infostand_2.p3d
Ref to nonnetwork object 29de8e48# 439727: infostand_2.p3d
Ref to nonnetwork object 29c28ae0# 439726: dummyweapon.p3d
Ref to nonnetwork object 29c28ae0# 439726: dummyweapon.p3d
Ref to nonnetwork object 29de95d0# 439728: dummyweapon.p3d
Ref to nonnetwork object 29e18c28# 439729: infostand_1.p3d
Ref to nonnetwork object 29de95d0# 439728: dummyweapon.p3d
Ref to nonnetwork object 29e18c28# 439729: infostand_1.p3d
Ref to nonnetwork object 29e18c28# 439729: infostand_1.p3d
Ref to nonnetwork object 29de95d0# 439728: dummyweapon.p3d
Ref to nonnetwork object 29de95d0# 439728: dummyweapon.p3d
Ref to nonnetwork object 29e197f8# 439730: dummyweapon.p3d
Ref to nonnetwork object 29e61fa0# 439731: infostand_2.p3d
Ref to nonnetwork object 29e197f8# 439730: dummyweapon.p3d
Ref to nonnetwork object 29e61fa0# 439731: infostand_2.p3d
Ref to nonnetwork object 29e61fa0# 439731: infostand_2.p3d
Ref to nonnetwork object 29e197f8# 439730: dummyweapon.p3d
Ref to nonnetwork object 29e197f8# 439730: dummyweapon.p3d
Ref to nonnetwork object 29e625c0# 439732: dummyweapon.p3d
Ref to nonnetwork object 29e8adf0# 439733: infostand_1.p3d
Ref to nonnetwork object 29e625c0# 439732: dummyweapon.p3d
Ref to nonnetwork object 29e8adf0# 439733: infostand_1.p3d
Ref to nonnetwork object 29e8adf0# 439733: infostand_1.p3d
Ref to nonnetwork object 29e625c0# 439732: dummyweapon.p3d
Ref to nonnetwork object 29e625c0# 439732: dummyweapon.p3d
Ref to nonnetwork object 29e8b410# 439734: dummyweapon.p3d
Ref to nonnetwork object 29ec94e8# 439735: infostand_2.p3d
Ref to nonnetwork object 29e8b410# 439734: dummyweapon.p3d
Ref to nonnetwork object 29ec94e8# 439735: infostand_2.p3d
Ref to nonnetwork object 29ec94e8# 439735: infostand_2.p3d
Ref to nonnetwork object 29e8b410# 439734: dummyweapon.p3d
Ref to nonnetwork object 29e8b410# 439734: dummyweapon.p3d
Ref to nonnetwork object 29ec9d38# 439736: dummyweapon.p3d
Ref to nonnetwork object 29ef49d8# 439737: infostand_1.p3d
Ref to nonnetwork object 29ec9d38# 439736: dummyweapon.p3d
Ref to nonnetwork object 29ef49d8# 439737: infostand_1.p3d
Ref to nonnetwork object 29ef49d8# 439737: infostand_1.p3d
Ref to nonnetwork object 29ec9d38# 439736: dummyweapon.p3d
Ref to nonnetwork object 29ec9d38# 439736: dummyweapon.p3d
Ref to nonnetwork object 29ef5110# 439738: dummyweapon.p3d
Ref to nonnetwork object 29f1cf78# 439739: infostand_1.p3d
Ref to nonnetwork object 29ef5110# 439738: dummyweapon.p3d
Ref to nonnetwork object 29f1cf78# 439739: infostand_1.p3d
Ref to nonnetwork object 29f1cf78# 439739: infostand_1.p3d
Ref to nonnetwork object 29ef5110# 439738: dummyweapon.p3d
Ref to nonnetwork object 29ef5110# 439738: dummyweapon.p3d
Ref to nonnetwork object 29f1d598# 439740: dummyweapon.p3d
Ref to nonnetwork object 29f49bc8# 439741: infostand_2.p3d
Ref to nonnetwork object 29f1d598# 439740: dummyweapon.p3d
Ref to nonnetwork object 29f49bc8# 439741: infostand_2.p3d
Ref to nonnetwork object 29f49bc8# 439741: infostand_2.p3d
Ref to nonnetwork object 29f1d598# 439740: dummyweapon.p3d
Ref to nonnetwork object 29f1d598# 439740: dummyweapon.p3d
Ref to nonnetwork object 29f4a320# 439742: dummyweapon.p3d
Ref to nonnetwork object 29f4bb58# 439743: infostand_2.p3d
Ref to nonnetwork object 29f4a320# 439742: dummyweapon.p3d
Ref to nonnetwork object 29f4bb58# 439743: infostand_2.p3d
Ref to nonnetwork object 29f4bb58# 439743: infostand_2.p3d
Ref to nonnetwork object 29f4a320# 439742: dummyweapon.p3d
Ref to nonnetwork object 29f4a320# 439742: dummyweapon.p3d
Ref to nonnetwork object 29f4cc78# 439744: dummyweapon.p3d
Ref to nonnetwork object 29f72ed8# 439745: infostand_1.p3d
Ref to nonnetwork object 29f4cc78# 439744: dummyweapon.p3d
Ref to nonnetwork object 29f72ed8# 439745: infostand_1.p3d
Ref to nonnetwork object 29f72ed8# 439745: infostand_1.p3d
Ref to nonnetwork object 29f4cc78# 439744: dummyweapon.p3d
Ref to nonnetwork object 29f4cc78# 439744: dummyweapon.p3d
Ref to nonnetwork object 29f734f8# 439746: dummyweapon.p3d
Ref to nonnetwork object 29fbf658# 439747: infostand_2.p3d
Ref to nonnetwork object 29f734f8# 439746: dummyweapon.p3d
Ref to nonnetwork object 29fbf658# 439747: infostand_2.p3d
Ref to nonnetwork object 29fbf658# 439747: infostand_2.p3d
Ref to nonnetwork object 29f734f8# 439746: dummyweapon.p3d
Ref to nonnetwork object 29f734f8# 439746: dummyweapon.p3d
Ref to nonnetwork object 29fc01a8# 439748: dummyweapon.p3d
Ref to nonnetwork object 29fd0028# 439749: infostand_2.p3d
Ref to nonnetwork object 29fc01a8# 439748: dummyweapon.p3d
Ref to nonnetwork object 29fd0028# 439749: infostand_2.p3d
Ref to nonnetwork object 29fd0028# 439749: infostand_2.p3d
Ref to nonnetwork object 29fc01a8# 439748: dummyweapon.p3d
Ref to nonnetwork object 29fc01a8# 439748: dummyweapon.p3d
Ref to nonnetwork object 29fd06f0# 439750: dummyweapon.p3d
Ref to nonnetwork object 2a01f080# 439751: infostand_1.p3d
Ref to nonnetwork object 29fd06f0# 439750: dummyweapon.p3d
Ref to nonnetwork object 2a01f080# 439751: infostand_1.p3d
Ref to nonnetwork object 2a01f080# 439751: infostand_1.p3d
Ref to nonnetwork object 29fd06f0# 439750: dummyweapon.p3d
Ref to nonnetwork object 29fd06f0# 439750: dummyweapon.p3d
Ref to nonnetwork object 2a01f9b0# 439752: dummyweapon.p3d
Ref to nonnetwork object 2a038ec0# 439753: infostand_1.p3d
Ref to nonnetwork object 2a01f9b0# 439752: dummyweapon.p3d
Ref to nonnetwork object 2a038ec0# 439753: infostand_1.p3d
Ref to nonnetwork object 2a038ec0# 439753: infostand_1.p3d
Ref to nonnetwork object 2a01f9b0# 439752: dummyweapon.p3d
Ref to nonnetwork object 2a01f9b0# 439752: dummyweapon.p3d
Ref to nonnetwork object 2a0394e0# 439754: dummyweapon.p3d
Ref to nonnetwork object 2a077618# 439755: infostand_2.p3d
Ref to nonnetwork object 2a0394e0# 439754: dummyweapon.p3d
Ref to nonnetwork object 2a077618# 439755: infostand_2.p3d
Ref to nonnetwork object 2a077618# 439755: infostand_2.p3d
Ref to nonnetwork object 2a0394e0# 439754: dummyweapon.p3d
Ref to nonnetwork object 2a0394e0# 439754: dummyweapon.p3d
Ref to nonnetwork object 2a078248# 439756: dummyweapon.p3d
Ref to nonnetwork object 2a09f158# 439757: infostand_1.p3d
Ref to nonnetwork object 2a078248# 439756: dummyweapon.p3d
Ref to nonnetwork object 2a09f158# 439757: infostand_1.p3d
Ref to nonnetwork object 2a09f158# 439757: infostand_1.p3d
Ref to nonnetwork object 2a078248# 439756: dummyweapon.p3d
Ref to nonnetwork object 2a078248# 439756: dummyweapon.p3d
Ref to nonnetwork object 2a09fe98# 439758: dummyweapon.p3d
Ref to nonnetwork object 2a145d70# 439759: infostand_1.p3d
Ref to nonnetwork object 2a09fe98# 439758: dummyweapon.p3d
Ref to nonnetwork object 2a145d70# 439759: infostand_1.p3d
Ref to nonnetwork object 2a145d70# 439759: infostand_1.p3d
Ref to nonnetwork object 2a09fe98# 439758: dummyweapon.p3d
Ref to nonnetwork object 2a09fe98# 439758: dummyweapon.p3d
Ref to nonnetwork object 2a146d80# 439760: dummyweapon.p3d
Ref to nonnetwork object 2a154290# 439761: infostand_1.p3d
Ref to nonnetwork object 2a146d80# 439760: dummyweapon.p3d
Ref to nonnetwork object 2a154290# 439761: infostand_1.p3d
Ref to nonnetwork object 2a154290# 439761: infostand_1.p3d
Ref to nonnetwork object 2a146d80# 439760: dummyweapon.p3d
Ref to nonnetwork object 2a146d80# 439760: dummyweapon.p3d
Ref to nonnetwork object 2a1548b0# 439762: dummyweapon.p3d
Ref to nonnetwork object 2a167a80# 439763: infostand_2.p3d
Ref to nonnetwork object 2a1548b0# 439762: dummyweapon.p3d
Ref to nonnetwork object 2a167a80# 439763: infostand_2.p3d
Ref to nonnetwork object 2a167a80# 439763: infostand_2.p3d
Ref to nonnetwork object 2a1548b0# 439762: dummyweapon.p3d
Ref to nonnetwork object 2a1548b0# 439762: dummyweapon.p3d
Ref to nonnetwork object 2a1682c0# 439764: dummyweapon.p3d
Ref to nonnetwork object 2a169958# 439765: infostand_2.p3d
Ref to nonnetwork object 2a1682c0# 439764: dummyweapon.p3d
Ref to nonnetwork object 2a169958# 439765: infostand_2.p3d
Ref to nonnetwork object 2a169958# 439765: infostand_2.p3d
Ref to nonnetwork object 2a1682c0# 439764: dummyweapon.p3d
Ref to nonnetwork object 2a1682c0# 439764: dummyweapon.p3d
Ref to nonnetwork object 2a169f78# 439766: dummyweapon.p3d
Ref to nonnetwork object 2a17c250# 439767: infostand_1.p3d
Ref to nonnetwork object 2a169f78# 439766: dummyweapon.p3d
Ref to nonnetwork object 2a17c250# 439767: infostand_1.p3d
Ref to nonnetwork object 2a17c250# 439767: infostand_1.p3d
Ref to nonnetwork object 2a169f78# 439766: dummyweapon.p3d
Ref to nonnetwork object 2a169f78# 439766: dummyweapon.p3d
Ref to nonnetwork object 2a17ca90# 439768: dummyweapon.p3d
Ref to nonnetwork object 2a18f310# 439769: infostand_1.p3d
Ref to nonnetwork object 2a17ca90# 439768: dummyweapon.p3d
Ref to nonnetwork object 2a18f310# 439769: infostand_1.p3d
Ref to nonnetwork object 2a18f310# 439769: infostand_1.p3d
Ref to nonnetwork object 2a17ca90# 439768: dummyweapon.p3d
Ref to nonnetwork object 2a17ca90# 439768: dummyweapon.p3d
Ref to nonnetwork object 2a18f930# 439770: dummyweapon.p3d
Ref to nonnetwork object 2a191008# 439771: infostand_2.p3d
Ref to nonnetwork object 2a18f930# 439770: dummyweapon.p3d
Ref to nonnetwork object 2a191008# 439771: infostand_2.p3d
Ref to nonnetwork object 2a191008# 439771: infostand_2.p3d
Ref to nonnetwork object 2a18f930# 439770: dummyweapon.p3d
Ref to nonnetwork object 2a18f930# 439770: dummyweapon.p3d
Ref to nonnetwork object 2a191960# 439772: dummyweapon.p3d
Ref to nonnetwork object 2a1a60e8# 439773: infostand_1.p3d
Ref to nonnetwork object 2a191960# 439772: dummyweapon.p3d
Ref to nonnetwork object 2a1a60e8# 439773: infostand_1.p3d
Ref to nonnetwork object 2a1a60e8# 439773: infostand_1.p3d
Ref to nonnetwork object 2a191960# 439772: dummyweapon.p3d
Ref to nonnetwork object 2a191960# 439772: dummyweapon.p3d
Creation of object L 1-1-B:8 failed, state LOGGED IN
Ref to nonnetwork object L 1-1-B:8
Error in expression <aitUntil {time > 0};
waitUntil {(count (BIS_MPA_Armory getVariable "players")) !>
  Error position: <BIS_MPA_Armory getVariable "players")) !>
  Error Undefined variable in expression: bis_mpa_armory
Ref to nonnetwork object L 1-1-B:8
Creation of object L 1-1-B:9 failed, state LOGGED IN
Ref to nonnetwork object L 1-1-B:8
Ref to nonnetwork object L 1-1-B:9
Creation of object L 1-1-B:10 failed, state LOGGED IN
Ref to nonnetwork object L 1-1-B:8
Ref to nonnetwork object L 1-1-B:9
Ref to nonnetwork object L 1-1-B:10
 2:40:34 BattlEye Server: Player #0 Daniel (95.208.211.70:5934) connected
 2:40:34 Player Daniel connecting.
 2:40:34 Player Daniel connected (id=76561198030718688).
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable
 2:41:17 Player Daniel disconnected.
 2:41:17 BattlEye Server: Player #0 Daniel disconnected
 2:41:48 BattlEye Server: Player #0 Daniel (95.208.211.70:5934) connected
 2:41:48 Player Daniel connecting.
 2:41:49 Player Daniel connected (id=76561198030718688).
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable
 2:42:53 Roles assigned.
 2:42:53 Reading mission ...
 2:42:53 Mission read.
Error in expression <effectcreate ["colorcorrections",1549];
_ppEffect ppEffectEnable true;>
  Error position: <_ppEffect ppEffectEnable true;>
  Error Undefined variable in expression: _ppeffect
Error in expression <500];
_color = [_R,_G,_B,_intensity];


_ppEffect ppEffectAdjust [
1,
1,
-0.002->
  Error position: <_ppEffect ppEffectAdjust [
1,
1,
-0.002->
  Error Undefined variable in expression: _ppeffect
No owner
No owner
No owner
No owner
 2:43:02 Game started.
 2:43:19 Player Daniel disconnected.
 2:43:19 BattlEye Server: Player #0 Daniel disconnected
 2:43:19 All users disconnected, waiting for users.
Client: Remote object 2:848 not found
Client: Remote object 2:849 not found
Client: Remote object 2:850 not found



The server also uses only 1 CPU with 100%. How can i fix that.

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Hello,

 

sorry for my bad english.

i have an Debian 8 server 64bit 4*4Ghz und 16GB RAM.

I can join my own server and can vote for an mission. I can join the server but wenn i click continue at the mission briefing i get an error 'Authentification Timeout*.

I hope someone of you can help me with this error...

 

the log is in the Spoiler

Many thanks in advance

 

 

For me it looks like a problem with the Deathmatch mission. Try another mission.

In my experience missions that work OK on Hosted server, or your PC will not work at all on DEDICATED server, if there is any missing file, or badly written script.

 

I have two examples from my own mission making for my server, both mission worked well on testing PC Hosted for my testers. Once uploaded to Dedi non of the mission worked, and i got even kicked from server triing to run the missions. In one mission, Picture file for custom welcome sign was missiong in the mission folder, in the other case it was missing ";" in one of the more important scripts.

I have aslo third mission giving me headaches, but i didnt solve it yet, so i cant use it as example. :-)

 

 

 

 

The server also uses only 1 CPU with 100%. How can i fix that.

To your startup parameters add

-exThreads=XX -cpuCount=xx 

Example:

Intel I7 quadcore CPU: -exThreads=7 -cpuCount=4

https://community.bistudio.com/wiki/Arma2:_Startup_Parameters

Example from my Dedi server:

-mod=acrlite;@CBA_CO;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@jsrs;@jsrs_ace;@jsrs_acr;@805;@st_bunnyhop;@st_interact;@st_map_autobrightness;@stmovement;@tfar_co_a2 -name=DefaultServer -profiles=DefaultServer -config=DefaultServer\server.cfg -cfg=DefaultServer\basic.cfg -cpuCount=32 -exThreads=0 -ip=XXXXXXX -port=XXXX

(it is private server and i dont want casuals trying to connect so i replaced ip and port with Xes)

 

Dont use -Exthreads with AMD cpus or realy old Intel.

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For me it looks like a problem with the Deathmatch mission. Try another mission.

In my experience missions that work OK on Hosted server, or your PC will not work at all on DEDICATED server, if there is any missing file, or badly written script.

 

I have two examples from my own mission making for my server, both mission worked well on testing PC Hosted for my testers. Once uploaded to Dedi non of the mission worked, and i got even kicked from server triing to run the missions. In one mission, Picture file for custom welcome sign was missiong in the mission folder, in the other case it was missing ";" in one of the more important scripts.

I have aslo third mission giving me headaches, but i didnt solve it yet, so i cant use it as example. :-)

 

 

To your startup parameters add

-exThreads=XX -cpuCount=xx 

Example:

Intel I7 quadcore CPU: -exThreads=7 -cpuCount=4

https://community.bistudio.com/wiki/Arma2:_Startup_Parameters

Example from my Dedi server:

-mod=acrlite;@CBA_CO;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@jsrs;@jsrs_ace;@jsrs_acr;@805;@st_bunnyhop;@st_interact;@st_map_autobrightness;@stmovement;@tfar_co_a2 -name=DefaultServer -profiles=DefaultServer -config=DefaultServer\server.cfg -cfg=DefaultServer\basic.cfg -cpuCount=32 -exThreads=0 -ip=XXXXXXX -port=XXXX

(it is private server and i dont want casuals trying to connect so i replaced ip and port with Xes)

 

Dont use -Exthreads with AMD cpus or realy old Intel.

 

 

I tested different maps and everytime i got this error. They was the default arma 2 operation arrowhead missions...

I have another problem with the arma2oaserver file. When i write ./arma2oaserver start im getting an error messeage and the server has an own process. And i can't kill that. I must reboot my server. Error message: "nohup: redirect defaultfailureoutput to defaultoutput" (My own translation because i got the error in german).

I'm working days to get that server work and it won't work...

Can I edit the parameters only in the arma2oaserver file?

 

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I upload my cfg files. I think there is my mistake...

arma2oa.cfg


// These options are created by default
language="German";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;


// These options are important for performance tuning

MinBandwidth = 131072;            // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 10000000000;        // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 128;            // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 512;        // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256;        // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.001;            // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.01;        // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01

MaxCustomFileSize = 0;            // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.



server.cfg

//
// server.cfg
//
// comments are written with "//" in front of them.
 
 
// GLOBAL SETTINGS
hostname = "xyz";        // The name of the server that shall be displayed in the public server list
password = "xyz";                    // 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'
serverCommandPassword = "xyz";               // Password required by alternate syntax of [[serverCommand]] server-side scripting.
 
//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
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[] = {
"Welcome to DabakoWorld",
};
motdInterval = 3200;                // Time interval (in seconds) between each message
 
 
// JOINING RULES
checkfiles[] = {};                // Outdated.
maxPlayers = 10;                // 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.
allowedFilePatching = 0;                        // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+)
//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
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","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)
//allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs
 
 
// 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
 
missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available

 

player.arma2oaprofile


class Difficulties
{
    class Recruit
    {
        class Flags
        {
            3rdPersonView=1;
            armor=1;
            autoAim=0;
            autoGuideAT=1;
            autoSpot=1;
            cameraShake=0;
            clockIndicator=1;
            deathMessages=1;
            enemyTag=0;
            friendlyTag=1;
            hud=1;
            hudGroupInfo=1;
            hudPerm=1;
            hudWp=1;
            hudWpPerm=1;
            map=1;
            netStats=1;
            tracers=1;
            ultraAI=0;
            unlimitedSaves=1;
            vonID=1;
            weaponCursor=1;
        };
        skillFriendly=1;
        precisionFriendly=1;
        skillEnemy=0.55000001;
        precisionEnemy=0.30000001;
    };
    class Regular
    {
        class Flags
        {
            3rdPersonView=1;
            armor=1;
            autoAim=0;
            autoGuideAT=1;
            autoSpot=1;
            cameraShake=1;
            clockIndicator=1;
            deathMessages=1;
            enemyTag=0;
            friendlyTag=1;
            hud=1;
            hudGroupInfo=1;
            hudPerm=1;
            hudWp=1;
            hudWpPerm=1;
            map=1;
            netStats=1;
            tracers=1;
            ultraAI=0;
            unlimitedSaves=1;
            vonId=1;
            weaponCursor=1;
        };
        skillFriendly=1;
        precisionFriendly=1;
        skillEnemy=0.69999999;
        precisionEnemy=0.5;
    };
    class Veteran
    {
        class Flags
        {
            3rdPersonView=1;
            armor=0;
            autoAim=0;
            autoGuideAT=0;
            autoSpot=0;
            cameraShake=1;
            clockIndicator=0;
            deathMessages=1;
            enemyTag=0;
            friendlyTag=0;
            hud=1;
            hudGroupInfo=0;
            hudPerm=0;
            hudWp=1;
            hudWpPerm=0;
            map=0;
            netStats=1;
            tracers=0;
            ultraAI=0;
            unlimitedSaves=0;
            vonId=0;
            weaponCursor=1;
        };
        skillFriendly=1;
        precisionFriendly=1;
        skillEnemy=0.89999998;
        precisionEnemy=0.75;
    };
    class Mercenary
    {
        class Flags
        {
            3rdPersonView=0;
            armor=0;
            autoAim=0;
            autoGuideAT=0;
            autoSpot=0;
            cameraShake=1;
            clockIndicator=0;
            deathMessages=0;
            enemyTag=0;
            friendlyTag=0;
            hud=0;
            hudGroupInfo=0;
            hudPerm=0;
            hudWp=0;
            hudWpPerm=0;
            map=0;
            netStats=0;
            tracers=0;
            ultraAI=0;
            unlimitedSaves=0;
            vonID=0;
            weaponCursor=0;
        };
        skillFriendly=1;
        precisionFriendly=1;
        skillEnemy=1;
        precisionEnemy=1;
    };
};
singleVoice=0;
soundEnableEAX=1;
soundEnableHW=0;
volumeCD=5;
volumeFX=5;
volumeSpeech=5;

 

arma2oaserver

#!/bin/bash
#
# armaserver: ArmA 2 Linux Dedicated Server Control Script
#  © 2010 BIStudio
#  ArmA 2 binary version must be 1.04 or later
#

#=======================================================================
#========               CONFIGURATION PARAMETERS                ========
#======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ========
#=======================================================================
ARMA_DIR=/home/minecraft/armanew
CONFIG=/home/minecraft/armanew/cfg/server.cfg
PORT=2302
PIDFILE=${ARMA_DIR}/${PORT}.pid
RUNFILE=${ARMA_DIR}/${PORT}.run
LOGFILE=${ARMA_DIR}/log.${PORT}.txt
SERVER=${ARMA_DIR}/server
OTHERPARAMS=-cpucount=2
#=======================================================================
ulimit -c 1000000

case "$1" in


    start)
    if [ -f ${RUNFILE} ]; then
        $0 stop
    fi
    echo "Starting ArmA 2 server..."
    # file to mark we want server running...    
    echo "go" >${RUNFILE}
    # launch the background watchdog process to run the server
    nohup </dev/null >/dev/null $0 watchdog &
    ;;
    
    stop)
    echo "Stopping ArmA 2 server..."
    if [ -f ${RUNFILE} ]; then
    # ask watcher process to exit by deleting its runfile...
        rm -f ${RUNFILE}
    fi
    # and terminate ArmA 2 server process
    if [ -f ${PIDFILE} ]; then
        kill -TERM $(< ${PIDFILE})
        if [ -f ${PIDFILE} ]; then
        rm -f ${PIDFILE}
        fi
    fi
    ;;
    
    
    status)
    if [ -f ${RUNFILE} ]; then
        echo "Server should be running..."
    else
        echo "Server should not be running..."
    fi
    if [ -f ${PIDFILE} ]; then
        PID=$(< ${PIDFILE})
        echo "PID file exists (PID=${PID})..."
        if [ -f /proc/${PID}/cmdline ]; then
        echo "Server process seems to be running..."
        fi
    fi
    ;;
    
    
    check)
    echo -n "ArmA 2 directory: ${ARMA_DIR} "
    if [ -d ${ARMA_DIR} ]; then
        echo "OK"
    else
        echo "MISSING!"
    fi
    
    echo -n "Server executable: ${SERVER} "
    if [ -x ${SERVER} ]; then
        echo "OK"
    else
        echo "ERROR!"
    fi
    
    echo "Port number: ${PORT}"
    
    echo -n "Config file: ${CONFIG} "
    if [ -f ${CONFIG} ]; then
        echo "OK"
    else
        echo "MISSING!"
    fi
    
    echo "PID file: ${PIDFILE}"
    echo "RUN file: ${RUNFILE}"
    
    ;;

    restart)
    $0 stop
    $0 start
        ;;

    watchdog)
    # this is a background watchdog process. Do not start directly
    while [ -f ${RUNFILE} ]; do
    # launch the server...
        cd ${ARMA_DIR}
        echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Starting server (port ${PORT})..."
        ${SERVER} >>${LOGFILE} 2>&1 -server -config=${CONFIG} -port=${PORT} -pid=${PIDFILE} ${OTHERPARAMS}
        if [ -f ${RUNFILE} ]; then
        echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server died, waiting to restart..."
        sleep 5s
        else
        echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server shutdown intentional, watchdog terminating"
        fi
    done    
    ;;
    *)
    echo "$0 (start|stop|restart|status|check)"
    ;;
esac

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I have the same error then trying to get up DayZ server on Debian. Arma 2 coop missions working OK, but with DayZ - I always has this error. This is strange, because with  dedicated server under Windows DayZ works flawlessly (well, as far it can :). I believe, may be this is some BattleEye problem, but I can't get for now what it is.

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