gagagu 21 Posted May 29, 2009 Is there any document, news, tutorial, etc. how to create a dedicated server ? Thx Share this post Link to post Share on other sites
{sf} astra 0 Posted May 29, 2009 Have heard you can start a dedi by shortcut "C:\...\ArmA 2\arma.exe" -server But I don't know how to assign a specific config/port. Maybe same way like: "C:\...\ArmA 2\arma.exe" -server -port=2537 -config=server.cfg Next Problem would be the copy protection. So would it be necessery to have the dvd in the drive? Could be quite hard for some roots. What ever, we might figure it out this weekend :cool: Share this post Link to post Share on other sites
RM Snipe 0 Posted May 29, 2009 Gonna take longer than the weekend for you to figure out. :j: There is no option to run ARMA 2 as a dedicated server till bis release the server.exe & implement the code in patch 47.982. Afraid you German guys got sucked in bigtime "beta testing" 1/2 a game. Share this post Link to post Share on other sites
gagagu 21 Posted May 29, 2009 Main features: Play the entire solo campaign cooperatively or dive into huge PvP battles for control of the whole map. with no dedicated server ? Are you kidding me ? Share this post Link to post Share on other sites
{sf} astra 0 Posted May 29, 2009 Afraid you German guys got sucked in bigtime "beta testing" 1/2 a game. Business as usual :D No server files = No dedi. But I read somewhere about the switch "-server" for the main executable. Maybe thats complete wrong. What time passed when ArmA1 was released until server files for Win and Linux where out? A mounth for the server.exe and 3 mounth for the Linux Binary? Can't believe they doing that all again :confused_o: Share this post Link to post Share on other sites
brit~XR 0 Posted May 29, 2009 Business as usual :DNo server files = No dedi. But I read somewhere about the switch "-server" for the main executable. Maybe thats complete wrong. What time passed when ArmA1 was released until server files for Win and Linux where out? A mounth for the server.exe and 3 mounth for the Linux Binary? Can't believe they doing that all again :confused_o: You cant exspect a dedicated server.exe when the game aint even released world wide yet. Still kind of beta sence it was only released in germany. Dedicated server files prob come sometime after the 19th of june or a month from now Share this post Link to post Share on other sites
tomcat_ 0 Posted May 29, 2009 i'm having the same issue...so i guess we have to wait for the dedicated server files... just a suggestion though...i wouldn't release a game with no files for dedicated server....after all mp is probably the biggest part of arma2... Share this post Link to post Share on other sites
mr.g-c 6 Posted May 29, 2009 i'm having the same issue...so i guess we have to wait for the dedicated server files... Yes no Dedicated Server Included yet! just a suggestion though...i wouldn't release a game with no files for dedicated server....after all mp is probably the biggest part of arma2... Probably not in the eyes of BIS, if there are Things they invested the most time into, then one of these things is clearly the SP experience (campaign, scenarios) - and its really cool! Share this post Link to post Share on other sites
tomcat_ 0 Posted May 29, 2009 i managed to run a dedicated server with the -server switch...however i have no idea what is the name of the server or what are the parameters...i can see players flooding in though....:) i guess the next step would be to create a server.cfg similar to Arma1 and direct the exe to read that one... Share this post Link to post Share on other sites
Stroeh 0 Posted May 29, 2009 You can use the Information provided by the Community-Wiki to adjust your serverconfiguration: http://community.bistudio.com/wiki/server.cfg Other informations in the BIKI may be usefull as well: http://community.bistudio.com/wiki/ArmA:_Server_configuration in commandline, simply add "-config=server.cfg" as a parameter to arma2.exe. Share this post Link to post Share on other sites
Ackart 10 Posted May 29, 2009 Here's an example of the server.cfg I'm using. Note the Master Server change. Works great though. // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname="Half-LifeCreations ArmA 2 Austin TX"; // The name of the server that shall be displayed in the public server list password=""; // Password for joining, eg connecting to the server passwordAdmin=":p"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' reportingIP="arma2.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 the Half-Life Creations ArmA 2 Server", "", "Enjoying the game? Visit us!", "http://www.half-lifecreations.com/", "" }; 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 "HWTL\dta\data3d.pbo", "dta\data3d.pbo" }; maxPlayers=12; // 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=0; // 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=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=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=""; // some ArmA specific stuff - signature verification onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected //onDifferentData=""; // data with a valid signature, but different version than the one present on server detected //BattlEye=1; //Server to use BattlEye system // MISSIONS CYCLE (see below) class Missions { }; Share this post Link to post Share on other sites
tomcat_ 0 Posted May 30, 2009 have you verified that this master server name is the new one for arma2 or you just guessed it? Cause i use still the one from arma1 and still players can come in the server which means they can see the server... Share this post Link to post Share on other sites
Ackart 10 Posted May 30, 2009 have you verified that this master server name is the new one for arma2 or you just guessed it?Cause i use still the one from arma1 and still players can come in the server which means they can see the server... I honestly just guessed, but people have been able to see and join my server without issue. Perhaps ArmA2 completely ignores that line? Share this post Link to post Share on other sites
tomcat_ 0 Posted May 30, 2009 I honestly just guessed, but people have been able to see and join my server without issue.Perhaps ArmA2 completely ignores that line? it looks like it...because i guessed something different or put the same as in arma1 and people could still see and join the server... also on my server.cfg the line with verifysignatures command came back with an error so i took it completely out...in fact i only kept basic commands in there, like name, password, MOTD etc... Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted May 30, 2009 does the persistent parameter work for your 'dedicated' server config? Share this post Link to post Share on other sites
tomcat_ 0 Posted May 30, 2009 i have no idea sorry... i have installed the game into the dedicated but not on my gaming pc yet...:) also, the missions are not into the mpmissions folder so i cannot see their names and see if after everyone has logged out of the server the same mission carries on being played... Share this post Link to post Share on other sites
brit~XR 0 Posted May 30, 2009 Runing a multiplayer server without the dedicated server.exe is pretty buggy from what we seen on xr server and other servers. Like there be 16 slot server 8vs8 and when you join its only 7vs7 but cant take 1 of the 2 slots. We noticed when we made 32man warfare mission that when a player leaves server while in game his player slot becomes removed. Also theres alot of lag with large numbers of players due to the fact theres no multiplayer network settings Multiplayer only seems good at the moment for playing missions with up to 16players without JIP Share this post Link to post Share on other sites
tomcat_ 0 Posted May 30, 2009 Also theres alot of lag with large numbers of players due to the fact theres no multiplayer network settings i guess the mp network settings have to be added in the arma.cfg the same way as in arma1... Share this post Link to post Share on other sites
brit~XR 0 Posted May 30, 2009 i guess the mp network settings have to be added in the arma.cfg the same way as in arma1... Done that already but cant exspect a muliplayer server to run right without a dedicated server.exe which would manage things like server input and output i would of though. Every server i played on got desync with 16 players or less Share this post Link to post Share on other sites
Georg.B 0 Posted June 2, 2009 You can use the Information provided by the Community-Wiki to adjust your serverconfiguration: http://community.bistudio.com/wiki/server.cfgOther informations in the BIKI may be usefull as well: http://community.bistudio.com/wiki/ArmA:_Server_configuration in commandline, simply add "-config=server.cfg" as a parameter to arma2.exe. Now, I'm sorry for sort of taking this a little bit off topic, but say if someone hosts a game personally (ie basically just hosting a game through the multiplayer menu), are they able to use this method to customize their hosting options? Ie set maximum players, checfiles, equalmod, etc. Share this post Link to post Share on other sites
Benoist 0 Posted June 2, 2009 Ok, so we can't create a dedicated server for ArmAII now, or can we? I'm confused, because someone said that BIS has to upload some files, other says that the already have a server running, etc. And in case of being positive, how? Share this post Link to post Share on other sites
gagagu 21 Posted June 3, 2009 Hi, i'm new in Arma. I've set up a server and it's running well. So, how do i select the map? change the map during playing? Thx Share this post Link to post Share on other sites
.kju 3245 Posted June 3, 2009 http://community.bistudio.com/wiki/Multiplayer_Server_Commands Share this post Link to post Share on other sites
bluesteel 0 Posted June 3, 2009 Has anyone figured out yet how to run the coop-campaign on a dedicated? Share this post Link to post Share on other sites
nobrainer 0 Posted June 6, 2009 (edited) Sorry no. I have another question. I have the german patch 1.01 and I use the dedicated ArmA2Server.exe I have setup "basic.cfg" and "server.cfg" like in ArmA1. I have copied my own "ArmA2.cfg" and "NoBrainer.ArmA2Profile" I renamed "NoBrainer.Arma2profile" to "server.Arma2profile". Then I made a copy of my own installation and copied the files to a "server"...(it's a laptop!) I use: D:\ArmA2\ArmA2Server.exe -cfg=basic.cfg -config=server.cfg -profiles=D:\ArmA2_Profiles -name=server I can see that others and myself are seeing the server on the "Internet", but I have tried to set it up as LAN, without any reporting to gamespy. I also can't join myself, but most others can join. Why can't I join and how can I make it LAN and not internet?? Also, why isn't "public.log" created? Basic.cfg passwordAdmin = "********"; // scrambeled password = "********"; // scrambeled hostname = "PreDOTNet - ArmA2 - No CustomFiles"; maxPlayers = 5; voteThreshold = 0.33; voteMissionPlayers = 1; reportingIP = "<>"; kickduplicate = 1; equalModRequired = 0; verifySignatures = 1; disableVoN = 1; vonCodecQuality = 7; // 0 min - 10 maks persistent = 0; LogFile = "Public.log"; battleye = 0; motd[] = { " ", " ", "[N.o.N] - NoPryl of Norway", "Norwegian Campers Clan", " ", "Have fun" }; motdInterval = 3; class Missions { class MPMission_01 { template = coop_1_10_woodland_squad.chernarus; cadetMode = 0; }; }; //Cheat detection RegularCheck = "{}"; checkfile = 0; //1=slow 0=default onHackedData = "kick (_this select 0)"; //auto ban hacked addons onDifferentData = "{}"; // Denne må brukes hvis man bruker verifisering av addons onUnsignedData = "kick (_this select 0)"; checkfiles[] = {}; server.cfg language="English"; adapter=-1; 3D_Performance=10638.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MaxMsgSend=1024; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinBandwidth=16777216; MaxBandwidth=27262976; MinErrorToSend=0.005; MaxCustomFileSize=0; Edited June 8, 2009 by NoBrainer Share this post Link to post Share on other sites