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BigBadBobNed

Dedicated Server Mission select

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I've purchased a dedicated server, and installed Armed Assault & Queens Gambit.

I've patched to 1.09 successfully.

I have never played the game on that system, as it is being used for a dedicated server.

The server will run fine with the following config and target.

Server Target "C:\Program Files\Bohemia Interactive\ArmA\beta\arma_server.exe" -config=server.cfg -profiles=profiles

Server 'Start in: "C:\Program Files\Bohemia Interactive\ArmA"

_

The server is great. The ping is below 20 for most players, and there have been no problems yet.

Apart from one, and its a pretty damn big problem.

We all login to the server, and UNLESS I login as admin (/#login "password") and then select the mission (/#missions) manually.

They do not load for the players to choose/vote unless I select them through admin!

I was having an error message before, but fixed it I think. It was a 'No prifiles loaded.defaultprofiles' or somthing along those lines. I fixed this by adding -profiles=profiles to the target and creating a folder in the arma directory called 'profiles'.

Does anyone have the slightest idea why people who connect to my server are stuck on the 'waiting for host' screen, unable to select a mission unless logged in as admin?

Thanks for your help in advance.

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Only Admins can select missions. As simple as that smile_o.gif

Your users must use #vote admin to become voted admin and to be able to use #missions etc.

If you want missions to be automaticly picked from a list you should expand your server.cfg with a class Missions, and classes for every mission.

http://community.bistudio.com/wiki/server.cfg

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The config looks like this:

Config file:

passwordAdmin = "*****************";

hostname="********************";

maxPlayers = 64;

reportingIP="armedass.master.gamespy.com";

motdInterval=8;

motd[]= {"Welcome to our server"};

voteThreshold=0.33;voteMissionPlayers=3;

kickduplicate=0;

checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"};

checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"

equalModRequired=0;

disableVoN=0;

vonCodecQuality=10;

NetStats=1;

VonID=1;

persistent=1;

onUserConnected="OH HI";

onUserDisconnected="Thanks for playing, Come visit soon";

I've added persistent=1; to keep the mission running when we leave since it closes and then future players that connect cannot choose a mission.

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So do I just need to add

class Missions {

};

to my server.cfg?

I'm sorry, I am a noob and this is new to me smile_o.gif

Thanks for the help though

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Only Admins can select missions. As simple as that smile_o.gif

Your users must use #vote admin  to become voted admin and to be able to use #missions   etc.

If you want missions to be automaticly picked from a list you should expand your server.cfg with a class Missions, and classes for every mission.

http://community.bistudio.com/wiki/server.cfg

On other servers, if it is empty, I've noted that you can connect and select a mission just as a player.

I would very much like this option for my players.

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Just figured that there's indeed a mission voting thing available too. Look at the link I gave you, I bet it's these settings:

voteMissionPlayers=3;

voteThreshold=0.33;

The same link explains also how to use class Missions.

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Does that mean I have to do the following for EACH of the missions in the server?!?

class Missions

{

   class ch64_berzerk_v1.23_ortego

   {

       template = ch64_berzerk_v1.23_ortego.sara.pbo;

       cadetMode = 0;

};

That's quite a bit of work.

Surely, when a player connects, if the server is empty, there is a much simpler way the player can select a mission, rather than having to either login as admin, or have the class missions setup.

I'm not talking about voting for a mission.

I'm talking about a player selecting a mission when he/she enters the empty server, insead of just sitting there with a blank screen, which is happening at the moment.

(No maps selection on the left hand side, no missions to select on the right-hand side, just blank)

I don't know how to explain it in any other terms.

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No, it means you can get the voting dialog by changing the vote parameters. Voting Dialog = Mission Selection screen for players.

If you want missions automaticly selected etc, then you will have to setup a class Missions as per example on the biki.

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The default behaviour should be the server gets the "mission voting" screen once player is connected. This is the only mission selection screen a non-admin can get.

If you do not get this, my guess is you have set something like "voteMissionPlayers=3" on your server, which means players cannot select a mission until there are at least 3 players connected. Delete the line or change it to voteMissionPlayers=1 and you should get the selection screen.

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The default behaviour should be the server gets the "mission voting" screen once player is connected. This is the only mission selection screen a non-admin can get.

If you do not get this, my guess is you have set something like "voteMissionPlayers=3" on your server, which means players cannot select a mission until there are at least 3 players connected. Delete the line or change it to voteMissionPlayers=1 and you should get the selection screen.

Brilliant!

Thank you, works now (What an idiot I am)

Cheers for you help guys.

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Just out of curiosity, with the automatic mission class option, is there any way of putting a time-limit on each mission, so say for example, after 120 minutes, the server automatically changes to the next mission?

Somthing like this:

class Missions

{

class MissionOne

{

template = MissionOne.Sara;

cadetMode = 1;

timelimit = 120;huh.gif??

};

class MissionTwo

{

template = MissionTwo.Sara;

cadetMode = 1;

};

This is an example of what I think it might look like? Though the command timelimit is wrong. Wanting the effect of the mission changes onto missiontwo after 120 minutes.

Is this kind of thing possible server-side? Or does it have to be in the mission?

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Not that I know of. Limiting a mission could however be done by editing every mission:

create script: timeout.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep (120 * 60);

forceEnd;

And execVM this from the init.sqs/sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">execVM "timeout.sqf";

There are some things to take into account like Join in Progress. I am not sure what happens to clients when the server forces an end; it's possible that everything will hang/stand still, and users must manually click disconnect to get back to the menu etc smile_o.gif

There are solutions for it, however, there are Server Addon tools out iirc, maybe they built in such options already, if not, you could request it.

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