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bluey82d

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About bluey82d

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  1. I tried the -IP=nnn.nnn.nnn.nnn and entered the WAN IP address I want to use Massive, but using this switch result in cannot start server on port 230x error. Note also that this is windows based server. I put the -ip in both startline and arma2oa.par, but as long as that switch was present the server would not start.
  2. Thanks Massive, I will update with your suggestions and let you know how I go.
  3. More info. Gametracker shows the correct IP for the server. Gamespy does not. Gamespy is showing another WAN IP our firewall uses, I am trying to use a routing rule to force the outbound data to Gamespy to use the correct external WAN IP so that we can log in right, but so far it is not working as the browser view of the server links to the wrong IP address. So it is somewhat "firewall" related in some way, but I am not entirely sure what port the server broadcasts its presence to Gamespy on. Thought it was 10558 and routed this, but this might not be quite right? I have confirmed it is running arma2oaserver and the browser master is set to arma2oapc.master.gamespy.com as previously advised. Configs from the server as below. Thanks for helping. arma cfg language="English"; adapter=-1; 3D_Performance=1; Resolution_Bpp=32; Windowed=0; MinBandwidth=8388608; MaxBandwidth=67108864; MaxMsgSend=2048; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=64; MinErrorToSend=0.0080000004; MaxCustomFileSize=112640; srver cfg // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "AAF I44 Operations - AustralianArmedForces.Org"; // The name of the server that shall be displayed in the public server list password = "xxxxxxxx"; // Password for joining, eg connecting to the server passwordAdmin = "xxxxxxx"; // Password to become server admin. When you're 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 //reportingIP = "arma2pc.master.gamespy.com"; // In case of ArmA2 might not turn up in the public list. Leave empty for private servers reportingIP = "arma2oapc.master.gamespy.com"; // For Operation Arrowhead 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 the AAF i44 Operationns Server", "We are looking for mature new recruits - Join us Now !", "http://australianarmedforces.org/", "TS3 Server for recruits: ts.ausarma.org:9987" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 20; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 0; // Each ArmA version has its own 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 = 0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 1.1; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 7; // Quality from 1 to 10 persistent = 0; // If 1, missions still run on even after the last player disconnected. // SCRIPTING ISSUES onUserConnected = ""; // self-explaining onUserDisconnected = ""; doubleIdDetected = ""; regularCheck = ""; // some ArmA specific stuff - signature verification onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected BattlEye = 0; //Server to use BattlEye system
  4. Thanks Overlord. I tried that (i am hosting the server for AAF) but after restart no change. It is really weird as the server shows up in the Arma 2 (Internet) server browser with no problem. You can click on the server there to take to you the login request as it as a PW (the fact that it requests PW shows that the server is accessible but I noticed that even if I enter wrong PW, still get same message?). You enter the correct PW, but after about 10 seconds it responds with connecting failed. If we click Remote and enter the IP address and Port manually we can see the server in the list, then we click the server here and enter the same PW and the game loads fine for all of us. I have firewall rules to allow all known ports. I have disabled the windows and symantec firewall components on the hosting PC. If we connect to the same IP using the Remote option it works even though it has to pass through the same firewall. At one stage we tried with no password, but still had the same connecting failed message. Also, the server shows up in Gametracker as online and the IP address is correct. Any more advice? Bluey [AAF]
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