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nhor

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Posts posted by nhor


  1. Would love to know why you would want the join in message to loop over and over ? This message will interfere with in game messages and chat ?

    I am running a DayZ server that is up 24/7 people play on it for hours and there are alot of hackers joining and greifing.

    I want to run a loop message to let people know where to report the hacking.

    There is only direct chat in the Mod so not bothered by interfereing with this.

    Now you Know and I just need to Know how.

    Any Ideas or just curious?


  2. Sorry if this has been answered already. I did do a search on the subject before posting but after an exhaustive half hour I did not find anything.

    I would like to set up my server config to perpetually rotate the server messages.

    Is there a way to do this other than putting 1000 messages in the config file? :eek:

    motd[] = {

    "", "",

    "Two empty lines above for increasing interval",

    "Welcome to our server",

    "", "",

    "We are looking for fun - Join us Now !",

    "http://www.example.com",

    "One more empty line below for increasing interval",

    ""

    };

    motdInterval = 5; // Time interval (in seconds) between each message


  3. remove this part..it doubles..you already wrote the same above..

    Also you don't need to have basic.cfg stuff in there. Everything starting with language-adapter etc.

    // MISSIONS CYCLE (see below)

    class Missions {

    };

    Also you can have a look at this.

    http://www.kellys-heroes.eu/files/tutorials/dedicated/

    Oh man what a noob. I did not even see that. I will give this a try.

    I have already looked at that tutorial. That is where I got the code from.

    I'm just so much of a noob it takes me longer to catch up.

    cheers


  4. Sorry if this is a noob issue; however I am brand spanking new to server config. :butbut:

    My problem is that I am attempting to set up an automatic map rotation of some aas maps.

    The maps are loaded into the MPMissions folder and tested out fine on the server.

    I have attempted to load the paramaters into my server.cfg file. However, no matter what I do, when I use this modified file my server disappears from the public server list. I can only assume that this is because there is something wrong with the file. The only thing different between a config that works and one that does not is these extra parameters I’m using for setting up the map rotation.

    Perhaps someone here has see this before?

    // GamingDeluxe ArmA 2 Server Config
    // comments are written with "//" in front of them.
    
    
    // GLOBAL SETTINGS
    hostname="Nhorz Warz"; // The name of the server that shall be displayed in the public server list
    password=""; // Password for joining, eg connecting to the server
    passwordAdmin="*****"; // 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
    maxPlayers=30;
    
    
    // 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 Nhorz Warz ArmA 2 Server",
    "****",
    "****",
    "****",
    “****â€,
    “****â€,
    “****â€,
    
    ""
    };
    motdInterval=5; // Time interval (in seconds) between each message
    
    
    [color="Red"]class Missions
    {
    class Mission_01
    {
    template = aas50_ChernogorskConflict.Chernarus;
    difficulty = "veteran";   
    param1 =   
    param2 = 
    };
    class Mission_02
    {
    template = aas50_DevilsCastle.Chernarus; 
    difficulty = "veteran";
    param1 =   
    param2 = 
    };
    };[/color]
    
    
    // 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
    
    
    
    
    // JOINING RULES
    
    
    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.
    
    
    
    // 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 {
    };
    
    language="English";
    adapter=-1;
    3D_Performance=8021.000000;
    Resolution_W=160;
    Resolution_H=120;
    Resolution_Bpp=32;
    viewDistance=10000;
    terrainGrid=10.000000;
    MinBandwidth = 15000000;
    MaxBandwidth = 100000000;
    MaxMsgSend = 1024;
    MaxSizeGuaranteed = 1024;
    MaxSizeNonguaranteed = 64;
    MinErrorToSend = 0.0025;
    MaxCustomFileSize=0;
    
    
    //-----------BIS Suggestions------------
    
    //MinBandwidth = 320000;
    //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
    
    //MaxBandwidth = 10000000000;
    //*Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
    
    //MaxMsgSend = 256;
    //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
    
    //MaxSizeGuaranteed = 1024;
    //*Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
    
    //MaxSizeNonguaranteed = 64;
    //*Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
    
    //MinErrorToSend = 0.005;
    //*Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01
    
    //MaxCustomFileSize = 0;
    //*Users with custom face or custom sound larger than this size are kicked when trying to connect.


  5. Sorry if this is already posted elseware, however I did look and could not find anything on the subject.

    I am looking to rent an Arma2 game server in the London UK area.

    Can anyone please let me know who they are using in this area so I may find the best deal?

    I have done some searching already on the internet, however I feel that it's best to see what the community is using and if the are happy with their services.

    Cheers

    Nhor :D

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