

terox
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Posts posted by terox
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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
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just follow this....
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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
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this should be a simple text file, try recreating it or changing it to .bat instead of .cmd
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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.)
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addons always follow the same directory format
@MyModfolder \ addons \ addon.pbo
so all you need to do is recreate such a strucxture and load the addon with -mod=@MyModFolder in your command line parameters
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daft question, you do have voip enabled in the config right ?
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then you need to take it up with your service provider or find a new one that is more helpful
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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
If(Server)
if(IsDedicated)
if(HasInterface)
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
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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
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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
@MyIslands
@MyUnits
@MyEquipment
@MyMiscellaneous
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.
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by contacting BIS using the contact button on the bottom of one of the pages I linked you too that you must not have read.
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If you feel that the aforementioned server has broken the rules on monetisation/donations then you need to contact a B.I Rep directly, this is a public discussion forum and I would suggest this should be dealt with more covertly. If that server had broken the rules you have now made the issue publicly aware and given them chance to hide their misgivings
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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)
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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....
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THIS IS PART OF YOUR RPT FILE
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 ?
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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
eg
co 23 mymission v001.Altis.pbo
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You really need to upload the entire file,the first few lines are very important... infact it all is
Example
Quote
=====================================================================
== 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
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No RPT file no can help.
I am assuming you arent actually loading CUP even though you think you are.
The rpt file would prove/disprove this
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Reads the links I gave you. If you think the rules are being breached let BIS know
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try listing the arma64server.exe in the game server firewall as well as the normal ports
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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
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Maybe the server is not fully loading rather than not responding to #missions command
If this is the case try clearing out all the MpMissions and rebooting the server.
Your rpt file will be worth reading through
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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:
What ports to open for squad.xml ?
in ARMA 3 - SERVERS & ADMINISTRATION
Posted
why do you have rules for outgoing? try to turn them off
I have rules for both the binary exe and the ports for incoming (binary and ports have Seperate rules), I don't have any rules restricting outgoing
Can you access your squad xml from a browser ?
example https://www.zeus-community.net/squad/A3/squad.xml