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anubis408

Downloaded Mission File - Server will not load? Arma 3 Apex

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Hey all,

 

Bought an Arma 3 server from BlueFangSolutions, downloaded the A3Wasteland Tanoa mission file and packed it into a PBO without modifying at all. Once done, I added in the lines of code to add the mission file to the server. Where did I go wrong here? This is the code from my config file. 

 

// GLOBAL SETTINGS
hostname = "xxx"; // The name of the server that shall be displayed in the public server list
password = "xxx"; // Password for joining, eg connecting to the server
passwordAdmin = "xxx"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
serverCommandPassword = "";               // 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[] = {
"", "",  
"Two empty lines above for increasing interval",
"Welcome to our server",
"", "",  
"We are looking for fun - Join us Now !",
"One more empty line below for increasing interval",
""
};
motdInterval = 5; // Time interval (in seconds) between each message
 
 
// JOINING RULES
//checkfiles[] = {}; // Outdated.
maxPlayers = 72; // 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equalModRequired = 0; // Outdated.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 = 0; // If set to 1, Voice over Net will not be available
vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+)  
vonCodecQuality = 30; // 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(48kHz) 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
disconnectTimeout = 5; //  Server wait time before disconnecting client, default 90 seconds, range 5 to 90 seconds. (since Arma 3 update 1.56+)  
 
// 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 = "kick (_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 {
   class ARMA3 {
        template = "A3Wasteland.Tanoa"; // An empty Missions class means there will be no mission rotation
        difficulty = "Regular";
      };
};
 
Where am I going wrong here? If it is not a problem with the config file then it is probably the Wasteland pbo correct?
 
Thanks in advance!
 

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You didnt follow this....     https://forums.bistudio.com/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/

or this....  https://forums.bistudio.com/topic/172834-tutorial-debugging-server-issues-eg-not-loading-correctly/

 

The first link states you need to prove the server before you start adding additional content, and specifically states to comment out the mission cycles class.

 

Once you have done that and the server is stable running a vanilla mission on the stable branch, you could then try switching to the apex branch and again try with a vanilla mission.

Once you have proved that, you can add the Tanoa mission and select it manually.

 

Once you have proven the mission works, then add the mission cycle class and make sure it is exactly the same name as the mission filename  EXACTLY or it will break the server startup

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Hey all,

 

Bought an Arma 3 server from BlueFangSolutions, downloaded the A3Wasteland Tanoa mission file and packed it into a PBO without modifying at all. Once done, I added in the lines of code to add the mission file to the server. Where did I go wrong here? This is the code from my config file. 

 

// GLOBAL SETTINGS
hostname = "xxx"; // The name of the server that shall be displayed in the public server list
password = "xxx"; // Password for joining, eg connecting to the server
passwordAdmin = "xxx"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
serverCommandPassword = "";               // 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[] = {
"", "",  
"Two empty lines above for increasing interval",
"Welcome to our server",
"", "",  
"We are looking for fun - Join us Now !",
"One more empty line below for increasing interval",
""
};
motdInterval = 5; // Time interval (in seconds) between each message
 
 
// JOINING RULES
//checkfiles[] = {}; // Outdated.
maxPlayers = 72; // 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 = 0; // If set to 1, Voice over Net will not be available
vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+)  
vonCodecQuality = 30; // 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(48kHz) 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
disconnectTimeout = 5; //  Server wait time before disconnecting client, default 90 seconds, range 5 to 90 seconds. (since Arma 3 update 1.56+)  
 
// 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 = "kick (_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 {
   class ARMA3 {
        template = "A3Wasteland.Tanoa"; // An empty Missions class means there will be no mission rotation
        difficulty = "Regular";
      };
};
 
Where am I going wrong here? If it is not a problem with the config file then it is probably the Wasteland pbo correct?
 
Thanks in advance!

 

class Arma3 needs to be changed to class Apex since this is Tanoa...Read here towards the bottom...https://community.bistudio.com/wiki/server.cfg

 

server.cfg:

// MISSIONS CYCLE

class Missions

{

    class Apex{};

};

 

 

EDIT: Sorry I thought you were cycling missions.....if you were cycling missions then you will need class Apex if you are cycling multiple Tanoa missions...We ran into this problem..

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