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Everything posted by terox

  1. terox

    Mission load path

    If this is a dedicated server then........ server runs missions from "***arma3 root***/mpmissions folder They have to be either 1) Manually selected by a logged in admin 2) Automatically loaded in a cycle using the " class Missions { }; " listing in your ******.cfg file found in your arma3 root folder You can run a mission from here that has not been pbo'd ie still in an unpacked folder which you can copy over from your user folder No Idea if TADST does this differently as i have never used it
  2. terox


    Their server. If your not happy the way they run things, you have 3 choices Use another server Run your own server Stop playing The one thing that wont help you is complaining on a forum that is specifically for Server admins and server administration expecting sympathy from the very people that give you a free gaming platform using their own time and efforts and often at their own expense.
  3. you should post your rpt into pastebin, not have a downloadable linbk for it. Have you tried debugging your issue as described in this thread ? https://forums.bohemia.net/forums/topic/172834-tutorial-debugging-server-issues-eg-not-loading-correctly/
  4. terox

    Mission name standard

    this was initially attempted in OFP, there was never an agreement because of Linux capitalisation issues and spaces. The general concensus was mission type tag ..... co, ad add an @ if it uses addons player numbers ..... 03, 99 (precede numbers less than 10 with a 0) mission name ..... whatever version v01 example co 03 mymission v01 co@ 03 mymission v01 and to keep the field empty in the mission.sqm/editor that overides the filename This way the overall decision making of which mission to load eg Mission type Minimum number of player slots required was easy to navigate for the admin when selecting a mission and tidied everthing up ideally this should have been implemented in the mission editor so a template filename system, could be automated it never happened Mission devs would create the following filename in the mission editor co_03_mymission_v01...... to save that ridiculous anbd still existing c0%2003%20mymission%20 etc etc then the server dev could quickly remove all the underscores with a mass file rename tool and jobs done
  5. well the mission you loaded requires an addon the server is not running whether you think it is or not. It isn't. So go through your -mod line looking for syntax issues etc with the mod line, the mod folder etc maybe -mod=@mod1;@mod2;mod3;mod4;@zombies -servermod=@inidb2 . should be -mod=@mod1;@mod2;@mod3;@mod4;@zombies -servermod=@inidb2 . if you used the non official but commonly followed mod folder naming convention, eg each mod folder starts with an "@"
  6. it is defined in the mission file in the description.ext
  7. Need all the rpt file not just the bit you think is important. Forget the steam hasnt initialised bit, thats normal So can do nothing but guess.... If you can find a similar line in your rpt file.. Then your server has fully loaded it is just not been seen by the outside world, most likely 1) Firewall/port issue 2) It isnt reading the .cfg you think it is and is showing to the outside world but not with the server name from the cfg that didnt load Please follow this guide and if you still cannot get your server to show up then add the requested information at the end of that thread
  8. Follow this especially the mod section If still stuck follow this If still stuck do as the debugging tutorial asks and paste that info here..
  9. terox

    Server name robbed

    Speak to those running the servers
  10. terox

    Servers/ Groups for new player

    If you want to get into multiplayer I would advise you download teamspeak. This still is the main hub of most established communities. When connecting to a new server the first thing you should ask for is their teamspeak address and then join it. That alone will have a positive effect on your experience and the admins and players established within that community are more likely to warm to you and help you. The worst thing a new player can do is come onto our servers, not even attempt to communicate, not respond to requests to communicate and have no clue what to do because they don't ask..... This then leads to an admin having to kick them off as they drive blindly into an enemy AO about to wreck a coop mission. This spoils the fun for the players trying to immerse into the mission and puts a dark cloud over arma gaming from the newcomers perspective. Your obviously not that kind of player Michael, you've just proved that by posting your question on here. You are welcome on our servers on our public gaming nights if it fits in with your time zone and am sure you will be welcomed on all the other milsim servers out there due to your positive approach.
  11. you are trying to load a mod that requires another mod, you need to install the required mod or remove the mod that requires it, no other way
  12. proving a vanilla server with only vanilla content should be your first step. No point in even trying a custom mission until you can achieve stability at the base level
  13. I would also reduce the number of mod folders to more customisable ones eg @RHS @3CB @Islands Prove a vanilla first before you start adding custom mods, if you throw them all in at once your debugging difficulty becomes exponential
  14. There is a limit to the number of mod folders that can be loaded, it becomes an exponential issue once you go over a certain number. I posted information about this a good while back, cannot remember how long ago Work around, combine mods into custom mod folders. eg @MyIslands @MyVehicles @Miscellaneous There are some mod folders you cannot do this with, TFAR is one of them, most likely also ACRE, basically any mod that has a custom .dll that is hard coded to a mod folder name
  15. The basic issue is... I have added a zeus slot to patrol ops to allow the creation of extra units in to spice up gameplay. However the Zeus player cannot see the units created by the Patrol ops system itself, only the ones he created and therefore has no idea how many AI are on the map or where the Po3 system spawned AI are. My aim is to have the Zeus player see these Po3 spawned units but not be able to "zeus" them. How Do I accomplish that ?
  16. servers shut all ports down for security, so this isnt about you as a single host, there is a bigger picture here. https://www.cfos.de/en/cfos-personal-net/port-forwarding/huawei-ws319.htm https://www.yougetsignal.com/tools/open-ports/
  17. the issue will most likely be listed in your .rpt file
  18. The dedi server package comes ready to support all official DLC's. As previously pointed out the currently loaded mission dicates the addons required. So 1 of 2 issues may be causing this A) You are running a -mod param that includes the dlc's. (No need to do this set " -mod=" and leave it like that totally empty) B) You have a mission cycle class that automatically loads a mission requiring DLC content like Tanoa. (Empty the mission cycle class out)
  19. terox

    1st person issue

    I would assume you have an issue with your difficulty settings in your "**USER**.Arma3profile Here is an extract of the one I use. Note we only use a custom set. We dont use the BI standard file. Try this to see if it fixes your issue then at least you know which file is causing the issue class DifficultyPresets { class CustomDifficulty { class Options { reducedDamage=0; groupIndicators=0; friendlyTags=0; enemyTags=0; detectedMines=0; commands=0; waypoints=2; tacticalPing=1; weaponInfo=1; stanceIndicator=1; staminaBar=1; weaponCrosshair=0; visionAid=0; thirdPersonView=1; cameraShake=0; scoreTable=0; deathMessages=0; vonID=1; mapContent=0; autoReport=0; multipleSaves=0; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.85000002; precisionAI=0.5; }; };
  20. there are other similar threads that answer this query Basically The server -mod line defines what mods a mission can use The server keys folder defines what mods a player can connect with, so you can add additional keys to support clientside addons like shac tac and sound mods etc The current server mission defines what mods are currently needed any client that is connecting without those required mods will be automatically kicked Adding content during the mission design, such as an RHS unit or vehicle will automatically add the mod requirement to the missions mission.sqm file
  21. all missions hosted in the mpmissions folder are automatically downloaded by clients, mods are not There is no built in mod manager (BI relies on steam to do it for them), there are 3rd party apps that you can use to host your own addon repository, eg arma3sync everything you need to know can be found on the first post of the following thread
  22. I would advise you downloading and installing teamspeak, this is a free voice comms app. It is the defacto voice application that established communities use. (Discord although becoming a popular community tool doesnt quite do the same job) The first thing I would suggest(when you join a server) Is to ask what their teamspeak address is and then join it. You will find this both beneficial and will improve your online experience (Unless the TS server is full of wanabee generals). Communities will be far more forthcoming with help if you take that simple step. Most communities list their addons somewhere, typically on their website or , you should be able to see some of that info in the ingame browser. I wouldnt get too involved in addons as your initial venture into the MP world, try a few well run (If you can find them) vanilla servers with good admin presence. You may need to hop around a few before you find one of satisfactory quality To get you started take a look at our community info, there is a lot to go through but we basically list it all info.zeus-community.net. There is sections on everything from teamspeak to addons If you do decide to come and play with us, I would suggest the vanilla nights on either a Thursday or Sunday evening around 18:30-19:00 hrs UK time This is a well adminned public server session with organised coop milsim play, something that is becoming a rarity in the arma world now Good luck
  23. 4g is fast enough, even a 10 mb dl will do it, just check pings on servers, some of them have a cap set in their battle eye config some dont, any ping below 150 should be good enough to play Just get on there and try :-)
  24. terox

    Recommended Server Specs

    The same answer as everyone else gets in this thread. The fastest (most modern) cpu you can afford, the faster the better, the 8700 is the most recent 4.8Ghz I7 is plenty good enough Its the upload speed that may hinder you for 32 players, you state he has fibre, if thats a typical home connection that will come with great download, however unless its an asynchronous line the upload will be poor If this is the case, 200+ AI will have a noticeable draw on the performance of the server, having said that 32 player servers are right in the middle sweet spot for bang for buck performance