jakeplissken 77 Posted September 3, 2020 (edited) I have made a mission and I have put it on a dedicated server, but I have an issue with the description.ext file. Mission syria_zeus.lythium: Missing 'description.ext::Header' But the description.ext section is there. onLoadName = "ZGM42 Capture Syria."; // Visible when loading mission OnLoadMission = "Destroy enemy vehicles and drive out enemy forces from Syria."; overviewPicture = "a3\missions_f_oldman\Data\img\Screens\CSATNtbDesktop_co.paa"; // Visible when selecting mission loadScreen = __EVAL(["a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v1_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v2_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v3_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v4_co.paa","a3\missions_f_oldman\Data\img\Paintings\oldman_painting_v5_co.paa","a3\missions_f_oldman\Data\img\Screens\MillerNtbScreen01_co.paa","a3\missions_f_oldman\Data\img\Screens\MillerNtbScreen02_co.paa","a3\missions_f_oldman\Data\img\Screens\OldmanNtbDesktop_co.paa","a3\missions_f_oldman\Data\img\Screens\SyndiaktLaptopDesktop_co.paa"] select floor random 9); class Header { gameType = COOP; // Unknown, COOP, DM, TDM, CTF, SC, CTI, RPG, Sandbox, Seize, Defend. minPlayers = 1; // Min # of players the MISSION supports maxPlayers = 42; // Max # of players the MISSION supports, not server slots. Make sure # is greater than server slots. }; allowFunctionsLog = 1; // Log functions to .rpt. disabled with 0 disabledAI = 1; // No AI in playable units aiKills = 0; // disable scorelist for AI players enableItemsDropping = 0; // disabled with 0 joinUnassigned = 1; // 0 = players forced into role on join showUAVFeed = 1; // Enables/Disables the UAV Feed. Zeus-related. So I am not sure what is happening. I cannot play as it says it has 0/0 slots. But I have had other missions work, I am not sure what is going on. I tested the server with a vanilla Master Altis ZGM mission and the lobby worked. I have no idea what to do to fix this. The server configuration allows enough players. // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 99; // 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+) filePatchingExceptions[] = {"123456789","987654321"}; // Whitelisted Steam IDs allowed to join with -filePatching enabled //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 99; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective NVM. It was an issue with the PBO for some reason, I copied all of the files, minus the mission.sqm into a new file and it works now. I had to use the -autoInit parameter on the dedicated server to get my mission running properly. Edited September 5, 2020 by jakeplissken Resolved. Share this post Link to post Share on other sites