bodybag 0 Posted October 15, 2008 Have some problems to get mods to work on server, can anyone help me out? I've installed @BPARealSound, @ArmAEffects and @Audiomod to the server/game main folder included the Co-op mission Evolution Blue v3 MHQ. Then I put the -mod= in the shortcut as it says; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"D:\Program\Bohemia Interactive\ArmA\arma_server.exe" -mod=@ArmAEffects;@Audiomod;@BRARealSound -nosplash -config=server.cfg -port=2300 Here is my config; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname="37th.se | 100Mbit"; // The name of the server that shall be displayed in the public server list password=""; // Password for joining, eg connecting to the server passwordAdmin="xxxxxx"; // Password to become server admin. When Youre in Arma MP and connected to the server, type '#login xyz' reportingIP="armedass.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers 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[]={ "", "", "", "Welcome to 37th Cyber Nut House", "Obey [37th] - Admins and please behave", "Bad behavior will get you banned from server", "Server runs on 100Mbit/s via Bredbandsbolaget", }; motdInterval=5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[]={ // Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server "", "" }; maxPlayers=30; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. Kickduplicate=0; // Each ArmA version has its onw 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=1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers=10; // 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=1; // If set to 1, Voice over Net will not be available vonCodecQuality=0; // Quality from 1 to 10 persistent=1; // If 1, missions still run on even after the last player disconnected. // SCRIPTING ISSUES onUserConnected=""; // self-explaining onUserDisconnected=""; doubleIdDetected=""; regularCheck=""; onDifferentData=""; // MISSIONS CYCLE (see below) class Missions { Â class Mission01 Â { Â template = EvolutionB3a.Sara; Â cadetmode = 1; Â };//end of this mission };//end of missions Must the players that join this game have those mods installed or should they get'em from the server? Well I've tryed to join a few times now and nothing special happends. Anyone? Â Share this post Link to post Share on other sites
Guest Posted October 15, 2008 Those mods work client sided, so installing them on the server will not give the clients the effects. So, the clients need to install the mod to be able to hear those sound mods and you can remove the mods from server. Since you check signatures on your server make sure to include the keys of those addons in the key folder. You dont need to install the addons on the server but you need the key to be there. Share this post Link to post Share on other sites
bodybag 0 Posted October 15, 2008 Those mods work client sided, so installing them on the server will not give the clients the effects.So, the clients need to install the mod to be able to hear those sound mods and you can remove the mods from server. Since you check signatures on your server make sure to include the keys of those addons in the key folder. You dont need to install the addons on the server but you need the key to be there. Thx alot Share this post Link to post Share on other sites