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Dwarden

Preliminary How To Host dedicated server of Project Argo

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Found the problem. It's Linux.

 

Move my server to a Windows machine, using the exact same config file. Server launches fine and I'm able to join the game and select a starting point in Combat Patrol. Not sure why Linux would make a difference, but it does.

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6 hours ago, CanuckBrian said:

Do the players get any sort of in-game warning that the server is going to restart when this limit is reached?

afaik no, it also happens after mission end and the mtsr will start the process again

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i have create server for test but hostname don't appear i have custom-win but my server is fr-

 

i test combat patrol but no vest ?

it's very strange i don't understand scenario ,win for vest or other equipment (i play in arma3 ) for me it's very stupid you don't go to attack enemy just with simple rifle ...

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Canuckbrian , your cfg doesn't work..

I've modified my config since my post. It's working now, but only on Windows servers. Not on Linux servers.

Sent from my SM-G955F using Tapatalk

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On 3.11.2016 at 11:22 AM, dwarden said:

2. no BattlEye (only on official servers)

seriously? why?

why should anyone run a server without any kind of protection against hackers?

 

 

i can understand why the self hosted servers are unranked... you dont want anyone to cheat his levels/xp with some modifications...

but whats the point in hosting a server on your own then... who will play a game like that on a private server when you get nothing

imho this is pointless...

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On 2016-11-16 at 9:04 PM, dwarden said:

updated for 0.67

can you make a .rar or .zip folder with all essentially needed files to host a server such that everyone can use his custom loadouts?

Is there a way to make an own server that gives xp? 

It would be nice to be able to balance the teams as "admin".

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im having an intermittent issue once the server has been running for a while, where i get the same screen as CanuckBrian where theres no place to spawn, but i still have plenty of tickets left. a reboot fixes it... 

 

 

 

also, i cannot use any of my unlocked weapons or equipment on our server...

 

Quote

//config.cfg


// GENERAL SETTINGS
hostname       = "USMC-Gamers.org - Combat Patrol";    // Name of the server displayed in the public server list
//password     = "ServerPassword";      // Password required to join the server (remove // at start of line to enable)
passwordAdmin  = "XXXXXXX";       // Password to login as admin. Open the chat and type: #login password
maxPlayers     = 10;    // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team.
persistent     = 1;     // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter


// VOICE CHAT
disableVoN       = 1;     // If set to 1, voice chat will be disabled
vonCodecQuality  = 30;    // Supports range 1-30; 1-10 is 8kHz (narrowband), 11-20 is 16kHz (wideband), 21-30 is 32kHz (ultrawideband); higher = better sound quality, more bandwidth consumption
autoSelectMission = true; // reports mission inside mission cycle even before first player join the server


// VOTING
voteMissionPlayers  = 1;       // Minimum number of players required 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 something into effect, for example an admin or a new mission. Set to 9999 to disable voting.
votingTimeOut = 30;
roleTimeOut = 45;
briefingTimeOut = 20;
debriefingTimeOut = 30;


//Kick settings for Team Killing and Idle players
kickTeamKill = 5; //Number of TeamKill's before a player is kicked off the server
kickInactive = 900; //Number of seconds a player is idle before being kicked off the server


// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed, but can be used to increase the delay before other messages
motd[] =
{
    "Welcome to USMC-Gamers.org",
    "Combat Patrol",    
    "Teamspeak: ts.usmc-gamers.org",
    "Website: http://usmc-gamers.org"
};
motdInterval = 5;    // Number of seconds between each message


// MISSIONS CYCLE
//forcedDifficulty = "Easy";    //forcedDifficulty = "Normal";    
forcedDifficulty = "Easy"
//ARGOMissionVoteType = "Clash"; //ARGOMissionVoteType = "Raid"; //ARGOMissionVoteType = "Link";
//ARGOMissionVote = true;

//missionsToServerRestart=4; //missionsToShutdown = 4;    

randomMissionOrder = False;
class Missions
{
//Link
//class TestMission01L {    template = "MP_ARGO_Link_Airfield.Abel";};
//class TestMission02L {    template = "MP_ARGO_Link_Arudy.Abel";};
//class TestMission03L {    template = "MP_ARGO_Link_Cancon.Abel";};
//class TestMission04L {    template = "MP_ARGO_Link_Dourdan.Abel";};
//class TestMission05L {    template = "MP_ARGO_Link_La_Riviere.Abel";};
//class TestMission06L {    template = "MP_ARGO_Link_Le_Port.Abel";};
//class TestMission07L {    template = "MP_ARGO_Link_Sainte_Marie.Abel";};
//Clash
//class TestMission01C {    template = "MP_ARGO_Conf_Cancon.Abel";};
//class TestMission02C {    template = "MP_ARGO_Conf_Houdan.Abel";};
//class TestMission03C {    template = "MP_ARGO_Conf_La_Riviere.Abel";};
//class TestMission04C {    template = "MP_ARGO_Conf_La_Trinite.Abel";};
//class TestMission05C {    template = "MP_ARGO_Conf_Larche.Abel";};
//class TestMission06C {    template = "MP_ARGO_Conf_Le_Port.Abel";};
//class TestMission07C {    template = "MP_ARGO_Conf_Le_Port_02.Abel";};
//class TestMission08C {    template = "MP_ARGO_Conf_Saint_Louis.Abel";};
//class TestMission09C {    template = "MP_ARGO_Conf_Sainte_Marie.Abel";};
//Raid
//class TestMission01R {    template = "MP_ARGO_Raid_AA_Site.Abel";};
//class TestMission02R {    template = "MP_ARGO_Raid_Airfield.Abel";};
//class TestMission03R {    template = "MP_ARGO_Raid_Airfield_Hangars.Abel";};
//class TestMission04R {    template = "MP_ARGO_Raid_Houdan_Farm.Abel";};
//class TestMission05R {    template = "MP_ARGO_Raid_La_Trinite.Abel";};
//class TestMission06R {    template = "MP_ARGO_Raid_Le_Port.Abel";};
//class TestMission07R {    template = "MP_ARGO_Raid_MOUT.Abel";};
//class TestMission08R {    template = "MP_ARGO_Raid_Radio_Station.Abel";};
//Combat Patrol
class TestMission01CP {    template = "MP_ARGO_CombatPatrol_01.Abel";};
};

// LOGGING
timeStampFormat  = "short";                 // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full"
logFile          = "server_console.log";    // Server console output filename
 

 

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quick question guys 

 

how can i get a server to find my map ..... 

 

i have added it in the server cfg  with the other map templates but it cant find it 

 

20:08:09 Can't find a mission collection / mission with template name: 'MP_ARGO_Conf_Military_Base.Abel', skipping to next mission.

 

do i need to put in a set folder for it to find the mission ..... does it need to be a pbo file  ? 

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well this game is going no where fast. five days and no answer to a simple question....

 

fuck it. looks like theres noone playing this game anyway...

 

 

uninstalling...

 

 

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1 hour ago, Trakker said:

well this game is going no where fast. five days and no answer to a simple question....

 

fuck it. looks like theres noone playing this game anyway...

 

 

uninstalling...

 

 

I have my custom classes on my server by adding a initPlayerLocal.sqf file  with the following in it :

 

[] execVM "fn_customLoadouts.sqf";

 

then the fn_customLoadouts.sqf  (this was from another player who helped me out Eaglebyte)

 

Quote

BIS_fnc_ARGOApplyLoadouts = {
    if (count _this == 1) then {
        _this = [];
    } else {
        _this = _this select 2;

        // We have custom loadouts, so remove default
        {
            [ missionNamespace, _x] call BIS_fnc_removeRespawnInventory;
        } forEach ([missionNamespace, true] call BIS_fnc_getRespawnInventories);
    };
    BIS_fnc_saveInventory_data = [];
    _loadoutNames = [];
    _tracerSuffix = if (side group player == WEST) then {"_green"} else {"_red"};
    _loadoutsApplied = [];
        
    {
        if (count _x > 0) then {
            _loadoutsApplied pushBack (_forEachIndex + 1);
            _loadoutArr = _x;
            _loadoutData = [];
            _loadoutName = _loadoutArr select 0;
            _loadoutNames pushBack _loadoutName;
            debuglog _loadoutName;
            _duplicities = count (_loadoutNames select {_x == _loadoutName});
            if (_duplicities > 1) then {
                _loadoutName = format ["%1 #%2", _loadoutName, _duplicities];
            };
            BIS_fnc_saveInventory_data pushBack _loadoutName;
            _grenades = _loadoutArr select 6;
            _grenadesArr = switch (_grenades) do {
                case "GrenadesSmokeRGO": {["HandGrenade", "SmokeShell"]};
                case "GrenadesSmokeSmoke": {["SmokeShell", "SmokeShell"]};
                case "GrenadesRGORGO": {["HandGrenade", "HandGrenade"]};
                default {[]};
            };
            _magsArr = [];
            _wpnPrimary = _loadoutArr select 1;
            _wpnHandgun = _loadoutArr select 5;
            if (_wpnPrimary != "") then {
                _weaponTypeArr = toArray _wpnPrimary;
                _weaponTypeArr resize 3;
                _weaponType = toLower toString _weaponTypeArr;
                _compatibleMags = getArray (configFile >> "CfgWeapons" >> _wpnPrimary >> "magazines");
                _primaryMagType = _compatibleMags select 0;
                _tracerMagType = _primaryMagType + _tracerSuffix;
                _magType = if (_tracerMagType in _compatibleMags) then {_tracerMagType} else {_primaryMagType};
                _magsCnt = switch (_weaponType) do {
                    case "ari";
                    case "sri": {5};
                    case "lmg";
                    case "mmg": {3};
                    case "hgu";
                    case "smg": {10};
                    default {5};
                };
                if (getNumber (configFile >> "CfgMagazines" >> _magType >> "count") > 50) then {
                    _magsCnt = 3;
                };
                for [{_j = 1}, {_j <= _magsCnt}, {_j = _j + 1}] do {
                    _magsArr pushBack _magType;
                };
                _muzzles = getArray (configFile >> "CfgWeapons" >> _wpnPrimary >> "muzzles");
                if (count _muzzles > 1) then {
                    _glMuzzle = _muzzles select 1;
                    _glType = (getArray (configFile >> "CfgWeapons" >> _wpnPrimary >> _glMuzzle >> "magazines")) select 0;
                    _magsArr append [_glType, _glType];
                };
            };
            if (_wpnHandgun != "") then {
                _magTypeHGun = (getArray (configFile >> "CfgWeapons" >> _wpnHandgun >> "magazines")) select 0;
                for [{_k = 1}, {_k <= 3}, {_k = _k + 1}] do {
                    _magsArr pushBack _magTypeHGun;
                };
            };
            _loadoutData pushBack [if (side group player == WEST) then {"U_Clouds_AM"} else {"U_Flames_AM"}, _magsArr + _grenadesArr];
            _loadoutData pushBack [_loadoutArr select 7, []];
            _loadoutData pushBack [(_loadoutArr select 11), []];
            _loadoutData pushBack (_loadoutArr select 9);
            _loadoutData pushBack (_loadoutArr select 10);
            _loadoutData pushBack "";
            _loadoutData pushBack [_wpnPrimary, [_loadoutArr select 3, "", _loadoutArr select 2, _loadoutArr select 4], ""];
            _loadoutData pushBack ["", ["", "", "", ""], ""];
            _loadoutData pushBack [_wpnHandgun, ["", "", "", ""], ""];
            _loadoutData pushBack ["ItemMap","ItemCompass","ItemRadio", "ItemGPS"];
            BIS_fnc_saveInventory_data pushBack _loadoutData;
            [player, format ["missionNamespace:%1", _loadoutName]] call BIS_fnc_addRespawnInventory;
        };
    } forEach _this;
    
    _defaultLoadouts = [
        "AG_AKS_AM",
        "AG_Mk20_AM",
        "AG_TRG_AM",
        "AG_Protector_AM",
        "AG_Vermin_AM"
    ];
    _missingLoadouts = [1,2,3,4,5] - _loadoutsApplied;
    debuglog str _missingLoadouts;
    _loadoutSuffix = if (side group player == WEST) then {"_C"} else {"_F"};
    
    {
        _loadout = _defaultLoadouts select (_x - 1);
        _loadout = _loadout + _loadoutSuffix;
        [player, _loadout] call BIS_fnc_addRespawnInventory;
    } forEach _missingLoadouts;
};

sendCloudRequestClient ["users/current/loadouts/simple?source=respawn", "_this call BIS_fnc_ARGOApplyLoadouts"];

 

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thank you Shane,

i have a question about how to change or edit those loadouts... can i add silencers, etc.???

 

those scripts work,as far as changing the loadouts. but i couldnt get the round to load. 

 i rebooted without those two scripts, and now i cannot get the combat patrol to actually start. we get to the start point vote, and it counts down to zero, and respawns are disabled. tickets say unlimited. 

config is exactly as above.... ideas?

 

 

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these scripts call your loadouts that you have on the official servers 

 

i havent played around with combat patrol yet in the editor  but i will have a look later if i get time and if i can get something running i will share it with you 

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On 11/3/2016 at 10:22 AM, dwarden said:

 

Following steps shall help you to setup Project Argo dedicated server:

 

0. dedicated server data package STEAM appid = 563930 , param for steamCMD "-beta server" , size only ~3 GB

1. most of steps is like for Arma 3 dedicated server (configs, folder/file-structure, command-line parameters) https://community.bistudio.com/wiki/Arma_3_Dedicated_Server

2. no BattlEye (only on official servers)

3. no callExtension (disabled altogether)

4. no control over difficulty settings

5. not yet dedicated server data package (to be decided)

6. no linux dedicated server

7. new server.cfg setting:


autoSelectMission = true; // reports mission inside mission cycle even before first player join the server

8. new server.cfg setting for timeouts (details in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-46#entry3115444 )


votingTimeOut = 30;
roleTimeOut = 45;
briefingTimeOut = 20;
debriefingTimeOut = 30;

9. new server setting which allows missions from Missions class to be selected randomly (with equal probability), only rule is that two successive missions are always different (with exeption of one mission in the list).


class Missions {
randomOrder = true;
class mission1
{
template = "mission1.VR";
};
class mission2
{
template = "mission2.VR";
};
};

10. there are three mission cycle mission names (3 scenarios) {since 0.73 all locations are available in data)


class Missions
{
    class ProjectArgoMission01 {
    template = "MP_ARGO_Raid_Airfield.Abel"; //actual missions 
    //template = "MP_ARGO_Raid_La_Trinite.Abel"; //previous missions 
    //template = "MP_ARGO_Raid_MOUT.Abel"; //aprevious missions 
    //template = "MP_ARGO_Raid_Radio_Station.Abel"; //previous missions 
    //template = "MP_ARGO_Raid_Le_Port.Abel"; //previous missions 
    //template = "MP_ARGO_Raid_AA_Site.Abel"; //previous missions
    };

    class ProjectArgoMission02 {
    template = "MP_ARGO_Conf_Larche.Abel"; //actual missions 
    //template = "MP_ARGO_Conf_La_Trinite.Abel"; //previous missions 
    //template = "MP_ARGO_Conf_Cancon.Abel"; //previous missions 
    //template = "MP_ARGO_Conf_Sainte_Marie.Abel"; //previous missions 
    //template = "MP_ARGO_Conf_Le_Port.Abel"; //previous missions 
    //template = "MP_ARGO_Conf_La_Riviere.Abel"; //previous missions 
    };
    
    class ProjectArgoMission03 {
    template = "MP_ARGO_Link_Le_Port.Abel"; //actual missions 
    //template = "MP_ARGO_Link_Sainte_Marie.Abel"; //previous missions 
    //template = "MP_ARGO_Link_Cancon.Abel"; //previous missions 
    //template = "MP_ARGO_Link_Arudy"; //previous missions 
    //template = "MP_ARGO_Link_Airfield.Abel"; //previous missions 
    };

};

 

11: Update 0.75 added new New server settings


ARGOMissionVoteType = "MissionType"; //Either Clash or Raid depends on the gamemode you want to run
ARGOMissionVote = true; // allows people to vote for next map after game ends
For Raid And Clash both of these settings need to be present in server.cfg. For mixed you only need to use ARGOMissionVote = true;

 

12: Update 0.75 also added hardcore mode to enable it paste the following line to server.cfg


forcedDifficulty = "Hardcore";

13: Update 0.76 added new server settings for Inactivity and TeamKilling


kickTeamKill = 2;
kickInactive = 60;

 have any of the settings changed with the latest update ? 

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see my previous post @-DL- Shane-uk

compared to that , with 1.01 update difficulty was reduced to normal only ...

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still cant get the server to run.... well it runs, and i can join it, but cant get the round to actually start.

 

 

 

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Seems to me that ARGO does not support the Arma3 -IP XXX.XXX.XXX.XXX Option in Commandline? I am not able to Host several Servers and binding them to speific IPs. After one Argo Server is Running, the Second says that he cant start on Port 2302.

 

Does Argo have a different option to bind ip's?

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7 minutes ago, deeLight2k said:

Seems to me that ARGO does not support the Arma3 -IP XXX.XXX.XXX.XXX Option in Commandline? I am not able to Host several Servers and binding them to speific IPs. After one Argo Server is Running, the Second says that he cant start on Port 2302.

 

Does Argo have a different option to bind ip's?

 

Stuipid question: but why not just use different ports?

-port=2304

for example?

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Thats Plan B, but i have One Maschine with X IP's and like to use one ip for one server. So the question still is, is it possible. I know it is in Arma3 and in my opinon, IP binding should be an elementary option in evry dedicated server package ...

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On 7/28/2017 at 2:58 PM, Trakker said:

well this game is going no where fast. five days and no answer to a simple question....

 

fuck it. looks like theres noone playing this game anyway...

 

 

uninstalling...

 

 

I think at this point, we're not able to have enough players in ARGO to support your need to play a well developed game, but if you feel like contributing to the development process through feedback, ARGO might become the game you want it to be.

 

AV8R
JETS DLC Support Team

Bravo Zero One Test Pilot/Military Advisor

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