Have some problems to get mods to work on server, can anyone help me out?
I've installed @BPARealSound, @ArmAEffects and @Audiomod to the server/game main folder included the Co-op mission Evolution Blue v3 MHQ. Then I put the -mod= in the shortcut as it says;
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"D:\Program\Bohemia Interactive\ArmA\arma_server.exe" -mod=@ArmAEffects;@Audiomod;@BRARealSound -nosplash -config=server.cfg -port=2300
Here is my config;
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
//
// server.cfg
//
// comments are written with "//" in front of them.
// GLOBAL SETTINGS
hostname="37th.se | 100Mbit"; // The name of the server that shall be displayed in the public server list
password=""; // Password for joining, eg connecting to the server
passwordAdmin="xxxxxx"; // Password to become server admin. When Youre in Arma MP and connected to the server, type '#login xyz'
reportingIP="armedass.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
logFile="server_console.log"; // Tells arma-server where the logfile should go and what it should be called
// 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 37th Cyber Nut House",
"Obey [37th] - Admins and please behave",
"Bad behavior will get you banned from server",
"Server runs on 100Mbit/s via Bredbandsbolaget",
};
motdInterval=5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[]={ // Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server
"",
""
};
maxPlayers=30; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
Kickduplicate=0; // Each ArmA version has its onw 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=1; // 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.
// VOTING
voteMissionPlayers=10; // 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
// 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="";
onDifferentData="";
// MISSIONS CYCLE (see below)
class Missions
{
 class Mission01
 {
 template = EvolutionB3a.Sara;
 cadetmode = 1;
 };//end of this mission
};//end of missions
Must the players that join this game have those mods installed or should they get'em from the server? Well I've tryed to join a few times now and nothing special happends.
Anyone? Â