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warlock2511

Arma2 dedicated server howto

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Thanks again Cross, this kind of help is invaluable.

We've been having a 9 players PvP match yesterday and everything went fine. It's not a big deal for testing but it's a start.

Our servers now run on Ubuntu Linux.

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Thanks again Cross, this kind of help is invaluable.

We've been having a 9 players PvP match yesterday and everything went fine. It's not a big deal for testing but it's a start.

Our servers now run on Ubuntu Linux.

cool. you know the in game #monitor command right..gotta be admin.

#monitor 1 -> gives you info @ 1 sec intervals

#monitor 0 -> stops it.

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Oh yes, I've been testing that, I've seen around 40-45fps with up to 4 people connected, haven't been able to test it with more for the moment but .. as far as I know I should consider that <15fps usually means lag/warping, right?

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I can't seem to make the right search string....

But, I have ArmA2 DVD version installed on C:\ArmA2 and I have ArmA2:OA DVD version installed om C:\ArmA2OA.

Patched ArmA2 to 1.07 and patched ArmA2OA to 1.52.

I got 2 questions:

How do I combine those 2 so I get ArmA2:CO for my server?

How to use beta this time?

I also uses -config and -cfg so I need to set the correct patch and *.cfg files of course.

EDIT:

Found out I can use -mod=C:\ArmA2;C:\ArmA2OA\Expansions;ca

Now I can see Utes and Chernarus on the server, but all missions ends in a "Wait for host". Can't seem to figure this one out....

Edited by NoBrainer

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Here is a graph of network traffic for our dedicated machine, during an Operation Arrowhead mission, kindly offered by my game hosting provider.

I hope this can be of some help understanding bandwidth needs etc.

The first three chunks have confirmed player counts.

arma2aonetstatgraph.jpg

Edited by Reezo

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OK it did not work that way, so I had to reinstall both to get a clean start.

Tried -exThreads=1

Then I had to start with -mod=common

But did not work as intended.

Then I downloaded latest beta, removed -exThread=1, added -mod as said in the readme and now it works. Got some error messages, but will try to sort it out later today...

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Hi. Question.

I am using the beta dedi for OA and well since I am used to using server tools for running servers, I have a question.

I have set up my server cfg and arma cfg within a folder inside the beta. and the profile somewhere else. getting it to load and show in the lobby, but when I join I get the all annoying "waiting for host" and the mission screen is not loading.

When I look at the server "console" it has me connected.

I have added the default mission list to the cfg file (OA mission list)

What am I doing wrong? Nothing else has been touched. Well copied the dta folder to the beta dta folder, but thats it.

I might be as dumb as a wet sock, but atleast I am not afraid to ask :)

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Hi. Question.

I am using the beta dedi for OA and well since I am used to using server tools for running servers, I have a question.

I have set up my server cfg and arma cfg within a folder inside the beta. and the profile somewhere else. getting it to load and show in the lobby, but when I join I get the all annoying "waiting for host" and the mission screen is not loading.

When I look at the server "console" it has me connected.

I have added the default mission list to the cfg file (OA mission list)

What am I doing wrong? Nothing else has been touched. Well copied the dta folder to the beta dta folder, but thats it.

I might be as dumb as a wet sock, but atleast I am not afraid to ask :)

Hi.

You are running the latest beta patch on your server and on your game PC to?

EDIT:

I also running a OA beta test server and i have simple just copied all the files inside \arma 2 operation arrowhead\Expansion\beta\ into correct place \arma 2 operation arrowhead\ and overwrite all files.

So when i start my server i don't need to play around with beta mod etc etc,, just start it as a normal server.

Edited by MJK-Ranger

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Hi.

You are running the latest beta patch on your server and on your game PC to?

EDIT:

I also running a OA beta test server and i have simple just copied all the files inside \arma 2 operation arrowhead\Expansion\beta\ into correct place \arma 2 operation arrowhead\ and overwrite all files.

So when i start my server i don't need to play around with beta mod etc etc,, just start it as a normal server.

Thanks for the reply mate.

I found an error in the folder path to me cfg files, so I got it sorted.

I did not want to copy and paste as we still are in testing mode on Arrowhead.

With all the merged, not merged, steam, dvd and so on, things going on, I do not wanna put things where it should not be and maybe get new errors.

Waiting for 1.53 for a stable release and hopefully some issues will go away.

Server working flawless now though :)

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Hi,

Everyone told me it must be there but I have been searching for the settings for long time and need help.

I managed dedicated server for Arma2 OA, modified difficulty settings like in the Arma2 earlier, but everytime I see the soldier ingame, I can track his moves on the map. It happens for allies and enemies.

I am not sure which parameetr in the config it is.

Can enybody tell me where to disable it?

Thank you for whole our comunity. We try to set the server to the high difficulty and this this feature lowering the game...

[PH] Eldo

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Well, as I sad, I tried it this way.

Here is my difficulty settings in player.arma2oaprofile:

class Regular
{
	class Flags
	{
		3rdPersonView=1;
		armor=0;
		autoAim=0;
		autoGuideAT=0;
		autoSpot=0;
		cameraShake=0;
		clockIndicator=1;
		deathMessages=1;
		enemyTag=0;
		friendlyTag=0;
		hud=1;
		hudGroupInfo=1;
		hudPerm=1;
		hudWp=1;
		hudWpPerm=1;
		map=1;
		netStats=1;
		tracers=1;
		ultraAI=0;
		unlimitedSaves=1;
		vonId=1;
		weaponCursor=0;
	};

I can still see spotted enemy.

Am I overlook anything?

[PH] Eldo

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Try this one:

class regular
{
	class Flags
	{
		Armor=1;
		FriendlyTag=1;
		EnemyTag=1;
		HUD=1;
		HUDPerm=1;
		HUDWp=1;
		HUDWpPerm=1;
		WeaponCursor=1;
		AutoAim=0;
		AutoGuideAT=0;
		3rdPersonView=1;
		ClockIndicator=1;
		Map=1;
		Tracers=1;
		AutoSpot=1;
		UltraAI=0;
		UnlimitedSaves=0;
		DeathMessages=1;
		NetStats=1;
		VonID=1;
	};

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???

There is weapon cursor enabled and i suppose the enemy tag too.

It is not solving my problem, is it?

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I don't think so.

I think you have the correct setup yourself.

You might try to change your "hudGroupInfo=1;" to "hudGroupInfo=0;".

I'm not sure if it's going to help.

Our group runs with these setting:

	class Recruit
{
	class Flags
	{
		3rdPersonView=0;
		armor=0;
		autoAim=0;
		autoGuideAT=0;
		autoSpot=0;
		cameraShake=1;
		clockIndicator=1;
		deathMessages=1;
		enemyTag=0;
		friendlyTag=0;
		hud=1;
		hudGroupInfo=0;
		hudPerm=0;
		hudWp=1;
		hudWpPerm=0;
		map=0;
		netStats=1;
		tracers=0;
		ultraAI=1;
		unlimitedSaves=0;
		vonId=0;
		weaponCursor=1;
	};
	skillFriendly=1;
	precisionFriendly=0.44999999;
	skillEnemy=1;
	precisionEnemy=0.44999999;
};

And it works for us.

You might want to tell us your shortcut and other info. Might be something else??

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Uf,

it was the

map=0

dont know why I did not test it.

Or I did and forgot what happened.

Now it is solved.

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Doesn't map refer to the "extended map info" aka "detected enemies show up on map"?

In any case, easiest is to go into single player, edit the difficulty settings until you're happy with them, exit the game so that they are saved, and then copy paste them from your player.arma2oaprofile to the server config.

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Was the IP pointing at Armaholic? Hehe. Pwnd!

Hey Tankbuster I know this is an old thread but I guess you realize now how much Kelly's heroes have done for the Arma2 community they have provided with reliable file hosting for Arma2 files for years now I see your point and your reluctance for downloading from an unknown source but alittle investigation will prove that kelly's heroes are only providing good downloads.

I am in no way affiliated with kelly's heroes, I've just played on their server a couple of times, there are some decent guys there aswell. + I have used their links to get my patches mods and other things.

my advice don't strike at the hand that tries to help you. :bounce3:

Over to my problem i tried to run my dedi server and got this error message:

No entry '.profilePathDefault'.

Edited by ScareCroweb

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Hey ScareCroweb

No entry '.profilePathDefault'.

This could mean that the profile is not in command line, where its trying to

load the profile but the server profile isn't in the command line.

Just a guess, not tot sure on that.

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I have had this server up for some time now. We have found a map that appears to work however when the server stops or crashes I would like for the server to start with specific settings. Can someone help me and show me what I am doing wrong?

Like:

Main Targets = Random 16

Initial Viewdistance: = 5000 m

Maximum Viewdistance: = 10000 m

Skill Enemy: = Low

With isle defense: = No

Base sabotage: = No

Enemy recaptures targets: = No

Armor at main targets: = Less

ArtiOp. max. strike dist: = Infinite

Artyillery reload time: = 5 secs

Artillery avail. after: = 10 secs

Max. # ammo boxes: = 30

Delete wrecks after: = Never

Player maker: = Name only

Player marker with dir: = YES

Vehicle marker with dir: = YES

Airdrop max. dist: = Infinity

Revive max respawns: = 1000

Response button after: = 30 secs

Revive time limit: = 120 secs

Revive # of heals: 10

Negative TK points: = 1

Current config that will not work:

// GLOBAL SETTINGS

hostname = "]UGC[ United Gamers Community's Public Domination Server";

// The name of the server that shall be displayed in the public server list

password = "";

// Password for joining, eg connecting to the server

passwordAdmin="Not Givin";

// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'

reportingIP="arma2pc.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="myserver.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 ]UGC[ United Gamers Community's Public ARMA2 Server!",

"Feel Free To Check Out Our Website: www.Unitedgamerscommunity.com.",

"If You Like It Support It Donate Now At Unitedgamerscommunity.com!",

"Follow All Of Our Rules And Have Fun!!",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

"",

};

motdInterval = 10;

// Time interval (in seconds) between each message

maxPlayers = 64;

// 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 = 1;

// VOTING

voteMissionPlayers = 1;

// Tells the server how many people must connect so that it displays the mission selection screen.

voteThreshold = 2.00;

// 33% or more players need to vote for something, for example an admin or a new map, to become effective

// INGAME SETTINGS

disableVoN = 0;

// If set to 1, Voice over Net will not be available

vonCodecQuality = 6;

// Quality from 1 to 10

persistent = 1;

// Persistent mode is not allowed, if changed to 1 the server will be disabled.

// SCRIPTING ISSUES

onUserConnected = ""; // self-explaining

onUserDisconnected = "";

doubleIdDetected = "";

regularCheck = "{}";

// some ArmA specific stuff - signature verification

onUnsignedData = "";

// unsigned data detected

onHackedData = "";

// 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

/*

Specifies the mission rotation and related difficulty settings.

leave blank i.e class Missions {};

to enable player's selection from mission list & difficulty settings

(voted on if no admin logged in)

*/

class Missions

{

class Carrier_Domination_211 // name for the mission, can be anything

{

template = co40_Carrier_Domination_2_11A2_RA.Chernarus; // omit the .pbo suffix

/*

difficulty: recruit, regular, veteran & expert

as specified in *.Arma2profile

*/

difficulty = "recruit";

/*

The following options are seen in the lobby of a multiplayer game. These

options can be useful for setting time limits and score limits in such games

as Capture the Flag and Death Matches. Other popular uses include

accelerate time, setting the mission difficulty or switching the intro on/off.

*/

Main Targets = Random 16

Initial Viewdistance: = 5000 m

Maximum Viewdistance: = 10000 m

Skill Enemy: = Low

With isle defense: = No

Base sabotage: = No

Enemy recaptures targets: = No

Armor at main targets: = Less

ArtiOp. max. strike dist: = Infinite

Artyillery reload time: = 5 secs

Artillery avail. after: = 10 secs

Max. # ammo boxes: = 30

Delete wrecks after: = Never

Player maker: = Name only

Player marker with dir: = YES

Vehicle marker with dir: = YES

Airdrop max. dist: = Infinity

Revive max respawns: = 1000

Response button after: = 30 secs

Revive time limit: = 120 secs

Revive # of heals: 10

Negative TK points: = 1

};

};

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Hope someone can help. I have both ARMA2 and OA installed on our server via STEAM (each is in its own directory, steamapps\common\...). I've got the OA server running fine, but when I try to run EVO (or any ARMA2 missions), nothing happens. I assume this is because I don't have CO running properly on the server. Both ARMA2 and OA are fully up to date. Can anyone tell me how I do this?

Thanks.

Edited by SG_Smokintodd

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