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zunnie

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About zunnie

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    zunnie
  1. I tried starting up like that just now, it still says "Creating" for status. I also made absolutely sure that the ports are unblocked, and the server still says "Creating". ;( Edit: yes the servername is shown in the browser. This is shown in the console window: 15:17:22 BattlEye Server: Initialized (v1.126) 15:17:22 Host identity created. 15:17:58 Player zunnie connecting. 15:17:58 Player zunnie connected (id=MYidHere). 15:17:59 BattlEye Server: Player #0 zunnie (217.121.*.*:2304) connected 15:17:59 BattlEye Server: Player #0 zunnie - GUID: myGUIDhere (unverified) 15:17:59 BattlEye Server: Verified GUID (myGUIDhere) of player #0 zunnie 15:18:03 Player zunnie disconnected.
  2. I'll reply my problem here, i haven't heared back from lars yet. =============================================== Hello everyone, i seem to have a problem running a Coop server for ArmA2... I've uploaded my whole steam installation of ArmA2 to the serverpc. I created a basic.cfg and a server.cfg which reside in the ArmA2 server main folder (where the .exe to start server is at). The ArmA2Server.exe i acquired through the Steam Tools tab and uploaded that as well. Further i created a Profiles folder where the server profile is stored. Whenever i startup the server the console window pops up and everything. But when i go to Multiplayer in ArmA2 and look for the server it is in status "Creating" and when i join it it says "Wait for Host"?? Here are my configs: startserver.bat batch: start ArmA2Server.exe -server -ip=64.31.59.50 -port=2302 -cfg=basic.cfg -config=server.cfg -BEpath=BattlEye -profiles=Profiles basic.cfg contents: language="English"; adapter=-1; 3D_Performance=1; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MaxMsgSend=128; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinBandwidth=131072; MaxBandwidth=99999999; MinErrorToSend=0.001; MinErrorToSendNear=0.0099999998; Windowed=1; server.cfg contents: // GLOBAL SETTINGS hostname = "MultiPlayerForums.com Coop"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "HIDDEN"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' 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[] = { "Welcome to MPF's ArmA 2 server!" }; motdInterval = 60; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 64; // 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 = 0; // 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 = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 25; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 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 - READ WARNING ABOVE - makes cheating possible! // 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 // MISSIONS CYCLE class Missions { class COOP_Paradrop { template = "MP_Paradrop.Chernarus"; difficulty = "mercenary"; }; }; Any help to get a working dedicated Coop server so i can play with our friends online would be much appreciated! Do you guys spot any errors? Thanks for your time :) Greetz zunnie
  3. Hey larsiano, i will be sending you a personal message about setting up a server if i can. BTW: Does anyone have some really detailed setup guide with example files perhaps? Thanks.
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