Jump to content
thedubl

Voted mission sits on load screen

Recommended Posts

Hello, I have added multiple missions on one of our servers. The missions individually run fine. The mission voting works. However, once the mission that was voted for was selected and attempts to start, the mission just sits there on load screen. The server.cfg is setup exactly how the docs suggest. Has anyone seen this before happen before? Thanks for any assistance.

 

-dubl

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

// GLOBAL SETTINGS

hostname            = "[610] SixOneZero";    // The name of the server that will be displayed in the public server list
password          = "youWishUknew";                        // Password to join the server
passwordAdmin       = "puppyMonkeyBaby";                         // Password to become server admin. When you're connected to the server, open the chat and type '#login password'
//reportingIP       = "arma3pc.master.gamespy.com";            // not used anymore in Arma 3
logFile             = "server.log";
verifySignatures    = 2;    // Prevent players with unknown mods from joining the server (best kept at 2 if you want to reduce the number of hackers)
equalModRequired    = 0;    // Prevent players who don't have the exact same mods as the server from joining (best kept at 0)
//requiredSecureId    = 2;    // was used to define type of secureID

// 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 [610] SixOneZero! Having fun first!",
    "",
    "",
    "Not sure what is going on? Read the breifing and look at the mission tasks",
    "",
    "Be Respectful to everyone or risk being kicked/banned!",
    "",
    "Thanks to all the people for sharing scripts!",
    "",
    "Remember it is only a game.",
    "",
    "",
    "We reboot every 4hrs EST",
    "",
    "Have fun on [610] SixOneZero!"
};
motdInterval        = 5;        // Time interval (in seconds) between each message

// JOINING RULES
maxPlayers          = 40;        // Maximum amount of players. Anybody who joins the server is considered a player, regardless of their role or team.
kickDuplicate       = 1;         // Each player normally has its own unique ID. If set to 1, players with an ID that is identical to another player will be kicked
//requiredBuild     = 12345;     // Require clients joining to have at least this build version of game, preventing obsolete clients to connect

// VOTING
voteMissionPlayers  = 1;         // Tells the server how many people must connect before displaying the mission selection screen, if you have not already selected a mission in this config
voteThreshold       = 0.33;      // Percentage (0.00 to 1.00) of players needed to vote for something, for example an admin or a new mission, to become effective. Set to 9999 to prevent people from voting random players as admins.



// MISSIONS CYCLE
class Missions
{
	/*EXAMPLE class Mission1
	{
		
                template="something.Altis"
		difficulty="Regular";
	};*/

        class Mission1
	{
		
		 template="610_SixOneZero_Liberate_v8NE.Altis"; 
                 difficulty="Regular";  //veteran
	};


        class Mission2
	{
		
		 template="610_SixOneZero_Liberate_v8NW.Altis"; 
                 difficulty="Regular";  //veteran
	};


        class Mission3
	{
		
		 template="610_SixOneZero_Liberate_v8SE.Altis"; 
                 difficulty="Regular";  //veteran
	};


        class Mission4
	{
		
		 template="610_SixOneZero_Liberate_v8SW.Altis"; 
                 difficulty="Regular";  //veteran
	};

};

// INGAME SETTINGS
disableVoN = 0;                  // If set to 1, voice chat will be disabled
vonCodecQuality = 10;            // Supports range 1-30; 8kHz is 0-10 (narrowband), 16kHz is 11-20 (wideband), 32kHz is 21-30 (ultrawideband); higher = better sound quality
persistent = 1;                  // If set to 1, missions will continue to run after all players have disconnected
timeStampFormat = "short";       // Set the timestamp format used on each line of the server RPT log file. Possible values are "none" (default), "short", "full".
BattlEye = 1;                    // If set to 0, BattlEye Anti-Cheat will be disabled on the server (not recommended)
allowedFilePatching = 1;

// FILE EXTENSIONS
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)

// SCRIPTING ISSUES
onUserConnected = "";            // command to run when a player connects
onUserDisconnected = "";         // command to run when a player disconnects
doubleIdDetected = "";           // command to run if a player has the same ID as another player in the server

// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)";    // command to run if a player has unsigned data
onHackedData =  "kick (_this select 0)";     // command to run if a player has data with invalid signatures
onDifferentData = "";                        // command to run if a player has modified data


missionWhitelist[] = {"610_SixOneZero_Liberate_v8NE.Altis","610_SixOneZero_Liberate_v8NW.Altis","610_SixOneZero_Liberate_v8SE.Altis","610_SixOneZero_Liberate_v8SW.Altis"};

Share this post


Link to post
Share on other sites

I had loadscreens that I splashed up to utilize all the resources, but that seemed to be the issue. I removed them and now it works as expected.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×