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Posts posted by terox

  1. providing the missions you create do not require any of the dlc content, units, weapons and the island of tanoa, you will be fine


    the contents of the  keys folder defines the whitelist of allowed content

    The loaded mission defines the actual addons required


    This means you can run an addon server, host a vanilla mission and anyone with just vanilla content can join. Apex from this perspective is just another addon/mod folder


  2. Only DLC You will need to buy at this stage is the Apex (Tanoa) DLC, its very much worth it and is by far the best terrain BIS have ever created.


    On top of that get teamspeak installed (Nearly every milsim server uses it)

    Then try and find a decent public vanilla server, get on their teamspeak and from there once you have played with them, a bit they will help you with your addons if they have an addon server

    There are a lot of servers that are poorly run, best way to find out is find a populated one and try them out. Whatyever you do, do not go on a team killing spree just because you get frustrated, that will get you banned. Be patient, communicate with the squad leader, introduce yourself to the group leader using voip and do as they ask

  3. 1) Does this occur for any mission you try and you have tried many including B.I missions. (Ruling out a mission editing issue) ?

    2) Does the same issue occur if you launch the server through a desktop shortcut (Ruling out a TC admin issue) 


    If the answer to both of those is yes, then you are probably looking at a vitualisation  issue.

    A clean, newly  created & complete .rpt file would also be useful. (Logged up to the point where someone connects if possible.)

  4. this is a mission editing question, not really for these administration forums.

    This is all down to the quality and optimisation of the code written for  the mission


    Every script can be shut down/only run on a specific type of node using the following commands or alternatively the "!" NOT equivalent





    Code can utillise the same thread, where everything is run in series

    Code can be run parallel to other code


    The answer to the question is basically YES

    But will require revistiting the code and rewriting it


    There are other ways to optimise it

    • Only having AI present when within viewdistance of the player
    • DO NOT Host for such a high number of clients (It isn't about getting the highest number you can for bragging rights, , it should be about offering good quality of service)
    • Reducing the number of objects on the map
    • Switching the net traffic off on some objects
    • Limiting the maximum ping a player can connect with
    • Using precompiled functions loaded into memory
    • Better configuration of your server bandwidth settings
    • Get a better processor
    • Use a headless client

  5. Am not sure what the question is, seems to not be specific

    The dedicated server packages that we use from steam have a lot of client required only files ommitted (Sounds, graphics etc) making this a smaller footprint, that's why we use it. But you don't have to use this

    You can instead use your client install, it has all the required content (Minus a few config files that you need to create and customise to your own requirements)


    If you want a seperate server install, you can simply copy the entire client arma folder to another directory and launch the server.exe that comes as part of the client install

    It sounds like you are wanting to run 2 exe's on the same network, machine, if that is the case you will need to set up the dedi server to use non default ports. The other issues you will have is configuring your router and firewalls correctly.

    I would then use a desktop shortcut to launch the server, with a customised set of command line arguments for it, such as -port, -profile, -mod etc which are placed at the end of the target line in the desktop shortcut


    The tutorial I wrote was for setting up a dedicated server on a standalone machine, eg at a data centre and has not been written with a dedi/client install in mind

    You will be able to find all the required config files listed and examples of, in the first post of this thread. Using a -profile switch pointing to the server root install will also create some blank config files that you need to edit, so follow the tutorial except the downloading bit, replace that section by simply copying your client install to the location you want your server then follow the tutorial from there

    Hope that answers the query, if not can you be very specific

  6. you could write a batch file that automatically

    1) Updates all your mod content via the steam browser

    2) deletes the content of lets say 4 existing custom mod folders (Which will house all your mod content), these should reside in your arma root folder





    3) Then copy in the content of the Workshop named mod folders you have just updated to any of the 4 custom mod folders

    You then load these 4 mod folders

    This will cut down the number of mod folders you need to load in your par file

    There are some addons that must remain in their original mod folders to work, Task Force Radio is one of them

    CBA, ACE, RHS, Alive, Cup can go into custom mod folders


    This would fully automate the entire process via one click of a batch file

    That way your servermod line would look like -servermod=@MyIslands;@MyUnits;@MyEquipment;@MyMiscellaneous

    instead of the monstrosity you have


    Writing Batch files isnt very difficult and there are plenty of resources on the web to help you.



  7. your client and the server can not use the same ports if on the same machine

    If they are different machines and you are hosting from your home network, then i would suspect your server is not configurred correctly on the router

    Set the server up to run on non default ports and make sure the upnp box is ticked and read up on how to set a dedicated server up on the router you are using (They all have their idiosyncracies)

  8. well here is what I would do

    Make sure the target line of your -mod and -servermod arguments are exactly as per the mod folder names (Case sensitivity)

    (The first part of your rpt states exactly what you are running, this is why its extremely important.

    If you run any mod folders that use any dll's like task force radio, they will most likely have to remain in their originally named mod folders

    Ask your host how to access the full contents of your rpt files, 

    If you restart the server, a new rpt file is created maybe you can access the first part of the rpt file that way


    and then if your stuck follow this guide....





    10 hours ago, ms-dos486 said:

    I'm not sure if that could be the issue since I ran a couple of RHS mission and they all worked absolutely fine even though every mod folder name is written in upper case letters. Anyhow, I tried your tip, but still received the same result. The game doesn't acknowledge the existence of the same addons, but at least recognizes all the folders now. I guess you could call it some progress.

    11:46:55                                               name |               modDir |    default |               origin |                                     hash | hashShort | fullPath
    11:46:55 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    11:46:55                                            @thirsk |              @thirsk |      false |             GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 |  11fdd19c | /home/servers/users/srv47673/ARMA3/@thirsk
    11:46:55                          CUP Terrains - Maps 1.3.0 |   @cup_terrains_maps |      false |             GAME DIR | 86e1917c44863c25b6c5209aa489989bb47f3bcf |  917b8b3a | /home/servers/users/srv47673/ARMA3/@cup_terrains_maps
    11:46:55                          CUP Terrains - Core 1.3.0 |   @cup_terrains_core |      false |             GAME DIR | ca3d60bae5866bda3a7a96855e78e75596958ec2 |  b16873f1 | /home/servers/users/srv47673/ARMA3/@cup_terrains_core
    11:46:55                                 CUP Vehicles 1.9.1 |        @cup_vehicles |      false |             GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 |  11fdd19c | /home/servers/users/srv47673/ARMA3/@cup_vehicles
    11:46:55                                    CUP Units 1.9.1 |           @cup_units |      false |             GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 |  11fdd19c | /home/servers/users/srv47673/ARMA3/@cup_units
    11:46:55                                  CUP Weapons 1.9.1 |         @cup_weapons |      false |             GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 |  11fdd19c | /home/servers/users/srv47673/ARMA3/@cup_weapons
    11:46:55                       Community Base Addons v3.4.0 |              @cba_a3 |      false |             GAME DIR | 875b377ff8fb83ff86a8ec0aa1f61d499a1607c8 |  acf19e75 | /home/servers/users/srv47673/ARMA3/@cba_a3
    11:46:55                                Arma 3 DLC Bundle 2 |           dlcbundle2 |       true |            NOT FOUND |                                          |           | 
    11:46:55                                Arma 3 DLC Bundle 1 |            dlcbundle |       true |            NOT FOUND |                                          |           | 
    11:46:55                                      Arma 3 Malden |                 argo |       true |             GAME DIR | 47f8300ec6649a418c1c63f73d0bbc8323c2d784 |  45fb92a6 | /home/servers/users/srv47673/ARMA3/argo
    11:46:55                                        Arma 3 Jets |                 jets |       true |             GAME DIR | 7dca747e56c4483169dc75a506a6f72016d44bde |  5699a16c | /home/servers/users/srv47673/ARMA3/jets
    11:46:55                                        Arma 3 Apex |            expansion |       true |             GAME DIR | b2f8019a41677e7be59ef6f8d8f14461efea4902 |  33fdc4be | /home/servers/users/srv47673/ARMA3/expansion
    11:46:55                                    Arma 3 Marksmen |                 mark |       true |             GAME DIR | 9a3e43ee58afd4011fa6010d8fccffe08dd61945 |   dfef469 | /home/servers/users/srv47673/ARMA3/mark
    11:46:55                                 Arma 3 Helicopters |                 heli |       true |             GAME DIR | 27e5a0e112de273ccb35498a10e9e5543939388b |  8f630ecb | /home/servers/users/srv47673/ARMA3/heli
    11:46:55                                       Arma 3 Karts |                 kart |       true |             GAME DIR | 3a06f779b053dca65ecc68b3aef6c60f475bcaa6 |  5704b3fa | /home/servers/users/srv47673/ARMA3/kart
    11:46:55                                        Arma 3 Zeus |              curator |       true |             GAME DIR | d9ff1644feddfed19fe9b9db134b60c44704888a |  ed1f412e | /home/servers/users/srv47673/ARMA3/curator
    11:46:55                                             Arma 3 |                   A3 |       true |            NOT FOUND |                                          |           | 
    11:46:55 ==========================================================================================================================================================================================================



    31 minutes ago, ms-dos486 said:

    I changed all the subfolder names to lower case letters and now the server won't even start...

    As for the RTP file, I'm having a really hard time finding it. I'm using a rented server and only have access to the server files via FTP, but all my attempts at locating or even forcing the server to dump its files in specified directory were futile.




    What  ??????

    So how come you managed to copy an extract from it if you wasn't able to find it ?




    Make sure you dont have any spaces in the file name 

    eg co 23 mymission name (Otherwise it will rename the mission to co%2023%20mymission.altis.pbo and pack just the mission.sqm up without any other additional files such as the init.sqf)

    so instead use co_23_mymission

    then in the mission editor select "Export to multiplayer"

    This will create co_23_mymission.Altis.PBO filename in your root MpMissions folder

    The .Altis.pbo extension will be automatically added by the engine when you export the mission in this way

    It is this that you need to upload to the server

    After you have created the .pbo you can then rename it if you wish, adding a version number for the mission and removing the underscores to make it more readable in the mission selection screen


    co 23 mymission v001.Altis.pbo

  11. You really need to upload the entire file,the first few lines are very important... infact it all is






    == D:\Games\ArmA3\A3S_No2\arma3server_x64.exe
    == "D:\Games\ArmA3\A3S_No2\arma3server_x64.exe" -port=2310 "-profiles=D:\Games\ArmA3\A3S_No2" -config=Config_No2.cfg -enableHT -loadMissionToMemory -filepatching -serverMod=@ZServer2;@ALiVEServer -mod=@ZAlive;@ZIslands;@ZCommon;@ZACE;@task_force_radio;@ZCBA_A3

    Original output filename: Arma3Retail_Server_x64
    Exe timestamp: 2017/06/20 15:52:50
    Current time:  2017/07/15 18:01:39

    Type: Public
    Build: Stable
    Version: 1.72.142164

    Allocator: D:\Games\ArmA3\A3S_No2\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
    PhysMem: 24 GiB, VirtMem : 8192 GiB, AvailPhys : 10 GiB, AvailVirt : 8192 GiB, AvailPage : 12 GiB

    18:01:39 SteamAPI initialization failed. Steam features won't be accessible!





    These files can be fairly large so if there is a B.I limit, upload them to a pastebin site and link to it from the post

    • Like 1

  12. FYI

    afaik, when you initially boot up the server it doesnt read the MpMissions listing.

    It only does this when the first player connects, it then reads through all description.ext files and any files #included from it and will stop loading if it finds an error

    So if the server fails to load after nothing apparently has been done to it, this is the most likely issue because if a mission is uploaded while the server is running, it wont show up as a faulty mission until the server is next rebooted and someone logs into it, often misleading an admin into thinking nothing has changed

    • Like 1

  13. On 2017-7-9 at 2:21 PM, PuFu said:

    you can have pay to play - these are usually squads/clans private servers. There are instances where there are public servers where paying members (of that particular group) have priority over everyone else. And it is all fine in the end, as long as they do not reply on other's people work or pay of a particular service (monetization) in order to do that.

    btw, i am pretty sure the type of server you are talking about is a life/RP community one

    You are pointing out Monetisation rules which are very different from donation rules and there is a clear distinction between the two.


    Here are the links for all of this information: