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terox

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Everything posted by terox

  1. terox

    Server name robbed

    Speak to those running the servers
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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 ?
  8. 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/
  9. the issue will most likely be listed in your .rpt file
  10. 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)
  11. 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; }; };
  12. 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
  13. 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
  14. 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
  15. 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 :-)
  16. 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
  17. terox

    Arma server Freezes

    as Stanhope suggests, this is can be a mixture of 1) Poor Configuration, eg hardware, bandwidth, connection, arma config settings, addons in use 2) High Expectations, eg number of clients you are trying to host for, too many AI 3) Poor mission design The advice i give to everyone is. PROVE THE SERVER WITH VANILLA CONFIGURATION AND VANILLA MISSION before you add anything else. Without doing that you have no benchmark to compare performance when adding 3rd party content and end up guessing as to what the cause is, when ideally had you not tried to run before you could walk, you would already known the cause, eg the last change you did You also gave us a zero information to help you with
  18. terox

    Arma 3 - Dedicated Server Problem

    so which one have you done 1) Disabled your router security temporarily and then had a 3rd party see if its listed on the game browser ? 2) Not disabled the security, linked to a screen shot which shows you haven't disabled the security and listed your router in the hope there is a magical answer for you I guess 2 :-) This wont be solved without you putting in the leg work
  19. terox

    Arma 3 - Dedicated Server Problem

    Your router is most likely the cause, some routers require more than just ports opening, temporarily disable all security and then check if the server can be seen. If it can, then its time to start reading the tech manual that came with the router
  20. terox

    -mod allow no mods!

    That isnt how it works The -mod and -servermod defines what addons a mission can use (Or rather what addons are loaded by the server when it is started) If there is a mission loaded, this defines the requirements for any clients joining the public keys (Bikeys) in your server/keys folder define what -mods the client can join with, however they will need the -mods that the current mission is running (This allows them to use such addons as "Shactac" and sound mods(Client-side addons)
  21. terox

    New Stratis Wasteland server! Join Here!

    Your probably better off trying to recruit in the Multiplayer forums, the only folks you are likely to get here are server admins and there is also a specific forum just for this
  22. There are scripted in game gui systems for this that can either automatically set the vd when piloting or allow you to set it
  23. Follow the procedures in the first post in this thread (It should lead you through everything) The number of players you can cater for will be determined by bandwidth and cpu. Arma servers love fast cpu's, the faster the better. They are not truly multicore, they tend to use 1 core for the AI processingand 1 core for everything else He will be able to run a server for more players if he is just wanting this for PvP. If he wants to run A.I. the players he will be able to host for will be considerably less For a server run from a typical home connection your son would be looking at hosting for a handful of players at most (If wanting to run A.I.), the choke point normally being the upload bandwidth. Large player number servers are run from data-centers From a hardware perspective the only components that you could upgrade that would make a difference to performance is the CPU but probably not worth the money for what will most likely be a passing whim once your son learns how much time is needed to run a server properly :-) and am assuming unless you have an exceptionally good connection performance bottleneck will be the bandwidth anyway The disk drive only effects boot up of the server, so don't need to do anything there and you have more RAM than will ever be needed. Arma servers dont run any graphics or sound so you dont need to be concerned about any hardware for that As a comparison I run older Dual X5675's (3.07Ghz Hex cores) from a datacentre. I mainly run Coop servers, and for each server I cater for around 50 players with a cap on or about 200-300AI With the duals I can simultaneously run at least 4-5 Arma servers, sometimes more plus all the additional apps such as teamspeak, databases, web etc Hope that helps
  24. At a quick glance this may be some form of power saving mode on either a switch, router or the hardware side of the server. It sounds like it isnt listenbing for any incoming connections after a certain time of inactivity Go through all your settings including the BIOS and make sure you don't have any eco modes turned on and see if that solves the problem
  25. we run some old xeons, X5675, we dont use HC in A2 we could run around 700 AI with 50 players. A3 is a different beast, we cannot run with half that amount, especially on the larger islands such as Altis Our sensible limit tends to be around 200 AI (This was many moons/patches ago and I haven't run any bench testing to see if that has increased, although it most likely has) I wouldn't be too concerned about what from most would be inaccurate bragging by many of those who run servers. They seem to think quantity is more important than quality and boast 150 player servers to try and encourage players to join. Me personally I would prefer a smaller number of players and a better quality gaming experience with a decent cps/fps The number of AI you can have in a mission is very dependant on what mods you run, the quality of the mission scripting and most definetley the number of players you have connected and their connection quality and ability to process the network data quickly. You can increase the number by using headless clients if you have spare cores or some form of caching system that removes and reinserts the ai when players are near. BI have also recently added some network saving commands that put the AI in a kind of stasis. Your bandwidth settings , rate and size of packets sent can also effect this Most important thing and the aim of the mission design is to maintain a minimum of 20CPS on the server for the number of players you want to host for. Dont believe everything you hear :-)
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