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own3mall

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Posts posted by own3mall


  1. I'm new to hosting Arma 2 Servers, and I have a few questions. My questions have probably been covered in the forums before, but there are a lot of threads here.

    I've setup an Arma 2 server to run on my Linux server, and it works fine, but when the mission starts, the maxplayers change from 64 to however many the mission supports? I see a ton of servers with maxplayers set to 64, so why did mine change? Also, why does server status show as "creating" when I first start the server? Why doesn't it immediately start a mission by default?

    Can you remove bots?

    Here's my server.cfg

    //
    // server.cfg
    //
    // comments are written with "//" in front of them.
    
    
    // GLOBAL SETTINGS
    hostname = "My Server";			// The name of the server that shall be displayed in the public server list
    password = "";						// Password for joining, eg connecting to the server
    passwordAdmin = "removed";					// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
    //reportingIP = "armedass.master.gamespy.com";		// For ArmA1 publicly list your server on GameSpy. Leave empty for private servers
    //reportingIP = "arma2pc.master.gamespy.com";		// For ArmA2 publicly list your server on GameSpy. Leave empty for private servers
    reportingIP = "arma2oapc.master.gamespy.com";		// For Arma2: 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[] = {
    "", "",  
    "Two empty lines above for increasing interval",
    "Welcome to our server",
    "", "",  
    "We are looking for fun - Join us Now !",
    "",
    "One more empty line below for increasing interval",
    ""
    };
    motdInterval = 5;					// Time interval (in seconds) between each message
    
    
    // JOINING RULES
    checkfiles[] = {};					// Outdated.
    maxPlayers = 32;					// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
    kickDuplicate = 1;					// 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 = 2;					// Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
    equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
    //requiredBuild = 12345					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
    
    
    // VOTING
    voteMissionPlayers = 1;					// 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.
    timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
    BattlEye = 1;                                           // Server to use BattlEye system
    
    
    // SCRIPTING ISSUES
    onUserConnected = "";					//
    onUserDisconnected = "";				//
    doubleIdDetected = "";					//
    //regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature
    
    
    // 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
    
    
    class Missions
    {
           class DM_Deathmatch
           {
                   template = "MP_Deathmatch.Chernarus";// omit the .pbo suffix
                   difficulty = "recruit";// difficulty: recruit, regular, veteran or mercenary (see CfgDifficulties in the main game config)
           };
           class DM_Detector
           {
                   template = "MP_Detector.Chernarus";
                   difficulty = "regular";
           };
           class Team_TeamDeathmatch
           {
                   template = "MP_TeamDeathmatch.Chernarus";
                   difficulty = "veteran";
           };
           class COOP_Paradrop
           {
                   template = "MP_Paradrop.Chernarus";
                   difficulty = "mercenary";
           };
           class CTI_CivilWar
           {
                   template = "MP_CivilWar.Chernarus";
                   difficulty = "regular";
           };
           class CTI_SuperPowers
           {
                   template = "MP_Superpowers.Chernarus";
                   difficulty = "regular";
           };
           class CTI_WarWelcome
           {
                   template = "MP_WarWelcome.utes";
                   difficulty = "regular";
           };
           class CTI_WhenDiplomacyFails
           {
                   template = "MP_WhenDiplomacyFails.Chernarus";
                   difficulty = "regular";
           };
    };
    

    Also, why was I banned when I first connect to my server? I had to turn the checking off... is it because of the DayZ mod? My server was the only one in which it banned me from immediately upon connecting.

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