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Found 94 results

  1. Hi i have a doubt about a script to move the USS Liberty (static ship)... Are any script guide or something to make it work? Like to free move as a vehicle. I found this on reddit but the publisher said that is works "fine" in SP but in Mp didn't work (I test it and he is right), he said that may be it could be fix doing... that was 2 years ago, someone could tell me how to do that to fix this error? just imagine the possibilities in multiplayer with a movable USS Liberty 😎 . ·Link (reddit post): ·Link (files): https://github.com/Keithenneu/arma_moving_ships
  2. I am setting up a dedicated server and I have started adding mods. I had a problem that the server wasn't recognizing the RHS black hawk I had in the mission file which I solved by creating a copy of the arma 3 client's mod in the server root folder. I'm glad I solved the problem, but this also creates another. I have limited space on the server storage but I would like the mods to be kept up to date automatically. That's the reason I spent $8 on another copy of arma. (also because steamCMD timed out downloading larger mods) Is there a way I can use shortcuts to the mod folders in the root directory and have the server recognize it? Or is there another way to deal with the problem?
  3. Hi all I'm quite new with this kind of servers so I need some help with creating one. First, I have bought a VPS with 24GB of RAM (Ubuntu 64 bits 18.04) to host an Arma 3 dedicated server because the one that I use (which is not a VPS) runs out of RAM since we are about 60 people doing missions and stuff. The thing is that I need a panel or something that helps me with maps and mods, because they will be in constant change. I tried OGP (Open Game Panel) but it limits, for some reason, my RAM usage to 4GB only, and that is far from being enough. So... How do I create a server using a VPS? Are there some tools that can help me with that? Thanks in advance for your answers
  4. Hi everyone! This is a bit of a read, but I hope what I have to share is worth the read. I have come to the forums in search of help, but first I would like to share my success with everyone. I have put together an addEventHandler that turns all satchel charges into "tree cutters". I got this from PierreMGI in a 5 year old post on Armaholic forums https://www.armaholic.com/forums.php?m=posts&q=31114. It forms one of the core logistics features in my Valhalla missions. It sets damage to maximum (1) on all trees and bushes within a 15m radius of the charge, when the charge is detonated. Works on dedicated servers. Tree Cutter eventHandler. Add to initPlayerLocal.sqf && onPlayerRespawn.sqf: player addEventHandler ["fired", { if ("SatchelCharge_remote_ammo"== _this select 4) then { "Tree Cutter Charge Placed, Effective range 15m!" remoteExec ["hint"]; _charge = _this select 6; 0 = [_charge] spawn { _pad = createVehicle ["Land_HelipadEmpty_F", player, [], 0, "CAN_COLLIDE"]; _charge = [_this, 0, objNull] call BIS_fnc_param; waituntil {sleep 0.1; isNull _charge}; { _x setDamage 1 } foreach (nearestTerrainObjects [_pad,["tree","bush"],15]); deleteVehicle _pad; } } } ]; Never be at the mercy of vegetation again! Now my Problem. The above code works everywhere except Tanoa. Tanoa's trees: 1, Don't have a "ruin" model, or destroyed state that they can be put in. Even when damage set to maximum, they still stand. 2, they don't have a configure class. The dubug console command hint str(typeOf cursortarget); copyToClipboard str(typeOf cursortarget); that I got from Haleks in the post always returns "". Which according to the description in typeOf means they don't have a config class. Making them nigh impossible for me to target by classname directly. So I went with a hideObjectGlobal approach that works on locally hosted games, but not on dedicated servers. Tanoa Tree Hider eventHandler. player addEventHandler ["fired", { if ("SatchelCharge_remote_ammo"== _this select 4) then { "Tree Cutter Charge Placed, Effective range 15m!" remoteExec ["hint"]; _charge = _this select 6; 0 = [_charge] spawn { _pad = createVehicle ["Land_HelipadEmpty_F", player, [], 0, "CAN_COLLIDE"]; _charge = [_this, 0, objNull] call BIS_fnc_param; waituntil {sleep 0.1; isNull _charge}; { _x hideObjectGlobal true } foreach (nearestTerrainObjects [_pad,[],25,false]); deleteVehicle _pad; } } } ]; I am too wrapped up in my own conundrum to see the solution. Would someone please show me the corrections that need to be made in order for the Tanoa tree hider event handler to work on dedicated servers. Thank you for reading and I hope the these tree cutters help you dominate the battlefield!
  5. Hello everyone! Sorry if I post a duplicated topic, but I still need a help. I have a problem that I couldn't find a solution to. On my dedicated server I need to handle players when they connect to a lobby, but unfortunately the onPlayerConnected event doesn't satisfy my needs. The problem is the onPlayerConnected and its stackable version only appear when a mission is started and it's doesn't work when there is the lobby or a briefing time. I would like you guys to give me some possible solutions, I just need to call a script when a player connects to the server in any time. Thanks in advance!
  6. Hey there! I set up a dedicated server on a secondary computer. I’m trying to launch the server with UPnP but it keeps showing up as failed in the log. I can still join the server on my main PC, but I think that’s because I’ve already port forwarded my router. My friends can’t see or join the server. I really don’t want them to have to go through and port forward their router because its such a hassle and they don’t play as much as I do. I’ve also done the win+R -> services.msc to turn on UPnP. I’ve even gone as far as to turn off my windows defender firewall. I’m at a loss of what to do.
  7. Destroyer65447

    Immortality bug

    Hello everyone, I'm new to the whole running a dedicated server thing and I have run into an issue that i don't know how to solve. As the title suggests whenever my buddies and I load into the server we notice that we are immortal to an extent. Bullets don't hurt us but explosions and vehicle crashes do. Has anyone run into this before? If you have what did you do to fix it?
  8. Hello gents, I am having an issue with Custom Images from Eden editor. I have followed all steps(using ACE Slideshow, and the innit) this setObjectTextureGlobal [0,"Images\Image.jpg"]; for changing billboards images. In these steps, you put all the images that you want to be able to found inside the actual mission file. Everything works once I'm in the editor and testing it, the ACE Slideshow works perfectly fine and all the custom images I put on signs work. However, once I transfer the .pbo file onto my dedicated server, log in as an admin, set the mission, it loads, I select the role I want to be on, then I just get an infinite loading screen. I also tried uploading the entire folder that includes the .jpg pictures into my server mission file, however, the admin panel I'm using won't allow anything but .pbo files onto it. Anything helps, thanks
  9. Soooo I am relatively new to scripting and I noticed a (to me) weird behavior. But maybe I am doing something wrong and you can help me figure it out. First of all I don't even know if this is the right thread or not. (For some reason it was posted in "ADDONS - Configs & Scripting" even though I think I selected "MISSION EDITING & SCRIPTING") Situation: I have a very, very simple IED script with triggers. And by simple I mean just a "ied setDamage 1;" on activation. Last saturday my friends and I played a little missions running this exact "script" and had a blast (haha funny, I know) playing it. I now implemented the same script into a test mission and decided to make it a little more fancy but those changes don't need to be listed here. Problem: I can not "interact" in any way with my IEDs on our dedicated. Large Urban IED with the name "ied". Blufor Soldier with the name "p4". Examples in Debug Console: "alive ied" returns nothing on the dedicated or true/false on my local hosted Server "alive p4" returns true/false in both cases (This part is the same for both missions.) If the Trigger is activated, "ied setDamage 1;" will be executed. This works just fine on my local server. On the dedicated however this does only work on the "original" mission we played last Saturday. Am I doing something wrong?
  10. I need expert help from the Arma dev experts here to understand a fundamental behavior difference between hosted/editor and dedi-MP. * Nutshell: ObjectX (not a vehicle, has no brain) was placed in the editor at Position 1. The sole player in the mission starts near Position 1 but is teleported *very far* away (>10km) to Position 999. The player takes action that tells the server to perform a REMOTEEXEC target=0 SETPOSASL command on ObjectX to move it 100m to Position 2. * Expectation: ObjectX should be at Position 2 on both the server and the client. * Actuality: In hosted/editor runs ObjectX is at Position 2 on both the server and the client even when the player is at Position 999, but on dedi-MP ObjectX is at Position 2 only on the server but remains at Position 1 on the client, regardless of what the mission scripting does with information age commands ON THE CLIENT (setTargetAge, Reveal, disabling dynamicsimulation). I've confirmed in dedi-MP that ObjectX on the server has moved to Position 2 by executing a 'localize' command to dump a getpos ObjectX to the server .rpt file. I've confirmed using Debug Console on the client that ObjectX on the client remains at Position 1. * Confusion: Even with the dynamic simulation system disabled entirely this still happens. Since the player is at Position 999 very far away, information age issues are expected, but they should be controlled by setTargetAge and Reveal commands. * My guess: Maybe dedicated servers are by default configured to override a mission's control over information age? I don't see a setting in dedi server .cfg that could change that. What the frakkin frak is going on??? <<edited 5/31: ObjectX has dynamic simulation DISabled, by the way. But I suspect the game is applying dynamic simulation anyway at long distances>> <<edited 5/31, pt2: To be clear, when the player is near ObjectX, sending the command to the server to have the server move ObjectX via that remoteexec call works just fine. But when the player is very far from ObjectX that's when that same process simply does not move ObjectX on the client. (even with dynamic simulation disabled for that object and disabled via enableDynamicSimulationSystem false, even after setting "prop" setDynamicSimulationDistance 60000;. (Also, as an aside, the reason this is an issue is because I'm trying to attach a camera object to ObjectX to use from afar, sort of like a UAV but not a UAV.)>> <<edited 6/2, pt3: Is it possible that static objects are *always* treated on dedicated server similarly to dynamically simulated objects, but separately from the dynamicSimulation system? (I could see it being like that, since normally static objects are always just that, static.) If that's true, it could explain everything I'm seeing. If so, any idea if there's a workaround aside from making a descendant class as a mod and altering whatever property(ies) cause this? <<edited 6/2, pt 4: I'm going to have to conclude that on dedicated server, dynamic simulation is always enabled beyond a certain distance, regardless of mission settings. Dealing with that will require some radical re-thinking of my approach, but I do have some ideas. Admins, you can retire/delete this post if you like.>>
  11. Hello there! I'm struggling to find the solution to my problem. Already googled a lot to no use. My friends and I have a dedicated server running a mission which has a HALO Jump SQF script. This script is tied to a whiteboard object. Basically we want the HALO Jump to be available only when there are no pilot roles taken. I can only think it must be something along the lines of filling an array with "typeOf allPlayers" and run "typeOf" through it to know if there's "B_Helipilot_F" in there, but I really can't wrap my mind around the syntaxes. Can anyone help? Thanks in advance!
  12. Hi, I'm doing a script for a training mission. What I want is for a vehicle to be spawned, for a driver to be spawned, and for him to drive until coordinates. This is the code I have, and I can't get it to lead to the coordinates. hint "Cargando mision Vehiculos en movimiento"; sleep 2; _veh1 = "rhsgref_cdf_b_gaz66" createVehicle [1557.3,1711.01,0]; createVehicleCrew _veh1; sleep 5; _veh2 = "rhsgref_cdf_b_reg_uaz" createVehicle [1605.63,1670.2,0]; createVehicleCrew _veh2; sleep 5; hint "Mision 2 Terminada" Thanks for the help
  13. So, i'm having this issue where my mission won't load, it will load up the slot selection screen but after it is loaded, it will show the "splash" screen that shows the onLoadImage and just before the map, it will throw us back to the Slot selection screen. This mission is not much more complex than what me and a friend of mine usually do. The mission is a little bit complex but not efficiently scripted, so i thought "scripts are the issue here" but no, turns out scripts work fine, tested the mission on my computer running as a server and it worked fine, no error whatsoever, me and my friend tried playing it with no issues, but when we tried it on a small dedicated server we rented, it didn't work, so i took a look at the .rpt files, well i found that there's something i've never faced before: 20:54:59 Client: Nonnetwork object d8640140. 20:54:59 Client: Nonnetwork object d865e0c0. 20:54:59 Client: Nonnetwork object d8684180. 20:54:59 Client: Nonnetwork object d86ba140. It keeps repeating after each reset and from an extensive search on the forums, i've found absolutely nothing that helps me so far: Removed Zeus and Game Master added the description.ext Have no headless client on the server nor do i call it at any given time Does anyone has an idea as to why this happens? The mods i used: CBA_A3 Ace CUP Terrains - Core Island Panthera RHS USAF RHS AFRF RHS GREF Ace Compat for each one Last month we played a whole campaign on these mods with no issue. Link to the RPT Thanks to anyone who might help.
  14. Hello, In my clan we're trying to establish a dedicated server like we did in the past and it doesn't seem to work. We tried establishing the server using two different machines, several different ports, and some other settings - the system is showing that the server is running but not showing up on the multiplayer servers browser. What could be the problem?
  15. Uploaded MRH Milsimtools on dedicated server and now im getting ErrorMessage: File MRHHaloGear\cfghpp\cfgvehicles.hpp, line 77: /cfgVehicles/: ';' encountered instead of '{' on .rpt Here is the entire cfgvehicles.hpp. I use NFO servers. #include "MRH_C_Path.hpp" /* ["H_PilotHelmetFighter_B","H_HelmetB","ItemCore","Default"] class H_PilotHelmetFighter_B { MRH_hypoxiaRebreather = 1; }; */ class Bag_Base; class B_Parachute : Bag_Base {}; class MRH_AADEquippedParachute : B_Parachute { displayName = $STR_MRH_MRHHaloGear_AADChute; scope = 2; }; class ACE_NonSteerableParachute; class MRH_AADEquippedNSParachute : ACE_NonSteerableParachute { displayName = $STR_MRH_MRHHaloGear_AADChuteNS; scope = 2; }; class Man; class CAManBase: Man { /* class EventHandlers { init = "_this call MRH_fnc_MilsimTools_EnhancedMap_replaceVanillaMap;"; }; */ class ACE_SelfActions { class ACE_Equipment { class MRH_SetAAS { displayName = $STR_MRH_MRHHaloGear_AADSettingSelfAC; condition = "(([player] call MRH_fnc_MilsimTools_HaloGear_hasAADParachute) && (['MRH_MilsimTools_HaloGear_allowManualAADSetting']call cba_settings_fnc_get))"; exceptions[] = {"isNotSitting","isNotInside"}; statement = "[_player] call MRH_fnc_MilsimTools_HaloGear_AADMenuOnload"; icon = ""; }; }; }; }; //["ReammoBox_F","ThingX","Thing","All"] //["MRAP_01_base_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"] //["I_G_Boat_Transport_01_F","Rubber_duck_base_F","Boat_F","Ship_F","Ship","AllVehicles","All"] #define MACRO_ATTACHAAD \ class ACE_Actions \ { \ class ACE_MainActions { \ class MRH_AttachAAD { \ displayName = $STR_MRH_MRHHaloGear_ATTACHAAD; \ condition = "(!(_target getVariable ['MRH_HaloGear_itemAsAAD',false]) && ('MRH_AAD_Item' in items _player))"; \ statement = "_target setVariable ['MRH_HaloGear_itemAsAAD',true,true]; _player removeItem 'MRH_AAD_Item';hint localize 'STR_MRH_MRHHaloGear_HintAADAdded'"; \ exceptions[] = {"isNotSwimming"}; \ showDisabled = 0; \ icon = ""; \ }; \ class MRH_DetachAAD { \ displayName = $STR_MRH_MRHHaloGear_REMOVEHAAD; \ condition = "_target getVariable ['MRH_HaloGear_itemAsAAD',false]"; \ statement = "[_target] call MRH_fnc_MilsimTools_HaloGear_removeObjectAAD;_player addItem 'MRH_AAD_Item';hint localize 'STR_MRH_MRHHaloGear_HintAADRemoved'"; \ exceptions[] = {"isNotSwimming"}; \ showDisabled = 0; \ icon = ""; \ }; \ class MRH_ChangeAADSetting { \ displayName = $STR_MRH_MRHHaloGear_AADSettingSelfAC; \ condition = "_target getVariable ['MRH_HaloGear_itemAsAAD',false]"; \ statement = "[_target] call MRH_fnc_MilsimTools_HaloGear_AADMenuOnLoad"; \ exceptions[] = {"isNotSwimming"}; \ showDisabled = 0; \ icon = ""; \ }; \ }; \ }; class ThingX; class ReammoBox_F : ThingX; { MACRO_ATTACHAAD }; class LandVehicle; class Car : LandVehicle; { MACRO_ATTACHAAD }; class Ship; class Ship_F : Ship; { MACRO_ATTACHAAD }; class Tank: LandVehicle; { MACRO_ATTACHAAD }; class Motorcycle: LandVehicle; { MACRO_ATTACHAAD }; Can anyone help?
  16. 3rd day of working on this server, and I can't freaking fix this bug and I need this done by tomorrow. ""Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f"" I am renting through GTX Gaming and I have been using FileZila to upload all the mods and mission pbos, this has never been an issue. My community is trying to set up an Antistasi server so that we don't have to keep hosting off of our computers. I have tried deleting and reuploading the mission pbo and the mods, but I don't know what is wrong with it. If even it is the mission pbo or the mods. I was told by GTX that the problem might be CBA_A3 so that is why I tried deleting and reuploading it. They also haven't been much of a help since it is not host-related. Thank you in advance for anyone who helps. Please help as soon as possible.
  17. So i will make a new post as it is a completely different issue from before, but only people on my LAN network are able to join my server. If they try with direct connect then it just backs them to the direct connect screen again. I don't even know where abouts to even sort this issue out
  18. I have recently made my own dedicated antistasi server and i got it to work completely fine, however i just wanted to change the TFRA settings so everyone spawns with a radio and i get a long range one. I cant do this however as the 'SERVER' tab is greyed out despite me being logged in as an admin and i cant edit anything in the missions tab either, i can only change the client which is overridden by the server. i tried importing settings and or adding the module to which i got this message: "mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item356.type: Vehicle class tfar_ModuleTaskForceRadioEnforceUsage no longer exists" I also had a go at adding the CBA settings sqf folder which didn't work and with filepatching enabled it prevented me from joining the server altogether. Thanks in advance, im looking forward to play with my friends and i have had way too much stress over this server and am happy to co-operate with anyone seeking to help
  19. Good evening. At First Sorry for my Bad English So I got a Arma Server a few Years, and yet i got no big Problems that i have solved myself or with help from Google or Forum like this. But now my Own Server keept banning me for no Reason, when i Join my Server i came to the Missions choice so as i Want and when i Wait i get Banned or i got enough time to select a Mission but the Server said no youre are Banned 😞 and i Only but 2 new Mods and a new Mission on the Server, befor everythink works fine... So i do this not for the first Time, I Downloaded the RPT file and Scroll to the end and there only stands "User name='JakoI3', pid=490450230, steamID=76561198101165559 banned" and Nothing else, i tried to Google what pid=490450230 means but witch no Result. So what have i Tried so far. yes i have unbann myself but the server keep Banning me. I Tried to turn off battleye but the server keep banning me .... I Tried to Remove Infistar but with no result. I Have Reinstalled the Server but with no result again 😞 So I Hope you can Help me out? and here are the Mods there are on the Server. DLCs Global Mobilization Mods CBA_A3 Task Force Radio RHSAFRF RHSUSAF RHSGREF LEN - Cold War Aircraft There are 2 Modpacks by Myself but i nerver has any Problem with them. New on the Server are Global Mobilization and LEN - Cold War Aircraft, and i try to run KP Liberation on Livonia but the Mission should´t Ban me. But anyway, thanks for any answer and have a nice evening. Full RPT Log
  20. Hi guys, I've set up a dedicated server on linux and I'm having issues with the Arma3Profile file. The difficulty settings the server loads are not the one I've set in the file. The file is located at ~/steam/.local/share/Arma 3 - Other Profiles/server/server.Arma3Profile and the command to launch the server includes -name=server. I was playing around with changing some settings, for example third person view, but any changes I make are ignored by the server. On the other hand, changing the -name parameter meant the server was no longer loading the Antistasi save (which is stored in server.vars.Arma3Profile). So it definitely knows where the files are. I've seen a few threads with this issue but couldn't find a solution. Any ideas what the issue could be? Thanks.
  21. I am trying to join my dedicated server, but I get error message: "Session lost. Verifying PBO failed: gm\gm_addons\gm_core.ebo". In Server Browser -> Expansions -> Global Mobilizartion DLC is in red. I have purchased and enabled GM DLC. What is wrong here? Below is the server log:
  22. After having made an AddOn, transplant some CfgTextureToMaterial and CfgMaterial to the config.cpp of the AddOn, I found the visual effect works when play SP and MP created by "New" in MULTIPLAYER, but they perform abnormal when playing on dedicated server. Paste the CfgTextureToMaterial and CfgMaterial to BIN\config can't fix this too. Is there any way to solve this problem?
  23. I have just installed steamcmd and Arma 3 on a dedicated Ubuntu-based server, and have been following this tutorial to help me set it up. As described at the top of the document, arma3 is installed in /home/steamcmd/arma3/ install, but the config files etc are in /home/steamcmd/arma3/public. There is also a script in /home/steamcmd/arma3/public called start.sh which should start and configure the arma server. ./arma3server can be executed correctly from /home/steamcmd/arma3/install, and there is a symbolic link to this executable in /home/steamcmd/arma3/public. However when I run ./arma3server from within /home/steamcmd/arma3/public, I get the following error: 2:54:04 No product.bin found, using defaults for a core engine. Running Steam on ubuntu 19.04 64-bit STEAM_RUNTIME is enabled automatically Unpack runtime failed, error code 1 Error: Couldn't set up the Steam Runtime. Are you running low on disk space? Continuing... Press enter to continue: I have narrowed it down to the fact that when I run ./arma3server from /home/steamcmd/arma3/install, it uses steamcmd.sh (located in /home/steamcmd/). However when I run it from /home/steamcmd/arma3/public, it uses steam.sh (also located in /home/steamcmd/) which I gather is a legacy executable. My question is how do I make it use steamcmd.sh instead of steam.sh, as steam.sh causes the error. Thanks for any help.
  24. As the title says, im having a problem, and i have not the faintest idea on what. Im a mission creator for my group. Im experiencing that in missions i've made with player slots that has custom loadout i've made through the virtual arsenal in the eden editor, end up being naked when they spawn into the game. It was not always like this, but suddenly a few weeks back - it started. No idea why. This is really annoying, and somewhat game breaking for my missions at the current time - so if anyone has an idea on whats going on here, please help! Its somewhat urgent timewise - we're playing a mission this saturday, and if I dont have a fix till then i'll have to make some really unconvenient workarounds. This is the modlist we're using (steam collection): https://steamcommunity.com/sharedfiles/filedetails/?id=1627983524
  25. Greetings, I have been running a dedicated Arma 3 server for about 10-15 players with 32 mods. I've noticed that players weapons, after they were done firing, would continue to fire. For example, if player X fired down range then holstered his rifle, his rifle would continue to fire for all the other players in the server. This happens when there's 2 or more players on the Zeus server without anything else spawned in. Its more so obnoxious when 10-15 players are in a firefight and there is continuous rifle fire even though the battle has ended and everyone is yelling at each other to stop firing. The players on the server all have a ping of 100m/s or lower. The server specs are decent. I've tried running the server without mods to see if this was a mod related issue but found it continued to persist. I've spoken with another community about this issue and they have also experienced the same problem. Anyone know what might be causing this and if there's a way to fix this?
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