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Found 78 results

  1. My server is experiencing a heavy bug, which makes it freeze (not crash) and has to be restarted. Everytime after restarting the server (running on a virtual machine) it freezes after a random time (approx. 2 mins), which results in the player not being able to connect (but getting no connection timeout), slot, continue or spawn entities on the server. If a player made it in time on the running mission he is able to move and shoot. Is there a known fix for this and if there isn't how can I find out what's the issue scince the server is not crashing and therefore not creating a crash report. Many thanks in advance.
  2. Hi Guys, my server keeps crashing, and i don't know why. preinit : server_fnc_init was checked and experimented with multiple times. Server RPT Error Log .......... [19:44:38][step 6/7] 19:44:38 "Player/BIS_fnc_log: [bIS_fnc_addStackedEventHandler] Stack as been updated with ID (onplayerdisconnected) for Event (onplayerdisconnected) executing Function ({ [19:44:38][step 6/7] diag_log format[""User Disconnect %1"",[_id,_uid,_nam,_jip,_owner,_unit]]; [19:44:38][step 6/7] 19:44:38 Mission read. [19:44:38][step 6/7] true breakOut """"; ------------------------------------------------------------------- [19:44:38][step 6/7] }), Replaced: (false)" [19:44:38][step 6/7] 19:44:38 "Player/BIS_fnc_log: [preInit] server_fnc_init (0 ms)" [19:44:38][step 6/7] 19:44:38 Connected to Steam servers [19:46:30][step 6/7] Segmentation fault (core dumped) [19:46:30][step 6/7] Process exited with code 139 [19:46:30][step 6/7] Step startServer (Command Line) failed Look at the time-stamps, huge gap of 2 min. How it should look: [18:40:02][step 6/7] 18:40:01 Mission read. ------------------------------------------------------------------ [18:40:02][step 6/7] }), Replaced: (false)" [18:40:02][step 6/7] 18:40:01 "Player/BIS_fnc_log: [preInit] server_fnc_init (0.999451 ms)" [18:40:02][step 6/7] 18:40:01 Connected to Steam servers [18:40:02][step 6/7] 18:40:02 "Player/BIS_fnc_log: [script] initServer.sqf" [18:40:02][step 6/7] 18:40:02 "Player/BIS_fnc_log: [postInit] BIS_fnc_missionFlow (1.00327 ms)" [18:40:02][step 6/7] 18:40:02 "Player/BIS_fnc_log: [postInit] BIS_fnc_initParams (0 ms)" [18:40:02][step 6/7] 18:40:02 "Player/BIS_fnc_log: [postInit] BIS_fnc_initRespawn (0 ms)" [18:40:02][step 6/7] 18:40:02 "Player/BIS_fnc_log: [postInit] BIS_fnc_reviveInit (0 ms)" [18:40:02][step 6/7] 18:40:02 "SUnit start tests" [18:40:02][step 6/7] 18:40:02 "SUnit test finished successfull in : 0.000999451 Ticks." [18:40:02][step 6/7] 18:40:02 ../lib/Network/networkServer.cpp OnClientStateChanged:NOT IMPLEMENTED - briefing! [18:40:02][step 6/7] 18:40:02 Mission id: ff28a5e3defbe44ec920a25294baa495f0f0b7de [18:40:02][step 6/7] 18:40:02 "Mission: Init Server fired" [18:40:02][step 6/7] 18:40:02 Game started. [18:40:12][step 6/7] 18:40:12 "Player/BIS_fnc_log: [postInit] sunit_fnc_startUnitTests (9928 ms)" [18:40:14][step 6/7] 18:40:13 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing! [18:40:14][step 6/7] 18:40:14 [18:40:14][step 6/7] 18:40:14 String id 2362 is not registered [18:40:15][step 6/7] 18:40:15 Critical:Destroying running thread! [18:40:15][step 6/7] 18:40:15 Extensions: [18:40:15][step 6/7] Process exited with code 0 Analyzing what should folow after : [step 6/7] 18:40:01 Connected to Steam servers missionsided initServer.sqf looks like this: /** * Arma-Factory - © by SpacePlay.DE * Authors: Emil, RageBone * Description: Main Initialisation */ diag_log "Mission: Init Server fired"; if(!(_this select 0)) exitWith {}; Anyone an idea what could cause this crash? Thanks in Advance!
  3. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.125985.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.125985.tar.bz2 STEAM libraries (needed) https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa163linux-steam-libraries.zip https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa163linux-steam-libraries.zip Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  4. Hi everyone, Just a heads-up regarding custom difficulty settings, as specified in the .Arma3Profile, on a Linux dedicated server. Some people out there may have had problems getting these to load. At the very least I had. I did some testing and eventually got the settings to load through the creation of a custom server profile with a new name. It is quite a strange story, so I apologise in advance for approaching this from an entirely empirical perspective. I absolutely can not give any insights as to why this is working. And I am probably embarrassing myself a little with such a superficial post (BIS difficulty programmer guy, are you reading this?) - but perhaps it does help a few people out there. The problem: The Linux dedicated server would routinely ignore changes to the entries made in $HOME/.local/share/Arma 3 - Other Profiles/server.Arma3Profile. The custom difficulty could be enforced through the server.cfg but "default" values for "class CustomDifficulty" were loaded regardless1. The solution: Launched the server under a new name, using the parameter "-name=servername", then replaced the automatically created "servername/servername.Arma3Profile"2 with the user-modified Arma wiki template. Subsequently restarted the server and selected/enforced "Custom" difficulty. Example: Originally, I would launch the server via: ./arma3server -name=server -config=server.cfg -mod=@mod1;@mod2;@mod3; In this case, any user-made changes specified under "class CustomDifficulty" were not used, even when saved in a write-protected .Arma3profile. After some tinkering, the server would be launched under a new name using "-name=" - and, optionally, with the additional "-profiles=" parameter: ./arma3server -profiles=/home/apps/steam/arma3/profiles -name=custom -config=server.cfg -mod=@mod1;@mod2;@mod3; By launching the server a new folder ("/arma3/profiles/home/custom") was created in arma3 root. It contained a tiny "custom.Arma3Profile", ordinarily consisting of 6-10 lines of basic option entries (soundFX=1, etc.)2. The content of .Arma3Profile would now be replaced with a test profile using exclusively the exact example server difficulty profile template, but with all values set to 1 (or 2, if applicable) to easily check for changes. The server would then be restarted, which automatically reformatted the "custom.Arma3Profile" to this: Running a test mission at custom difficulty, all settings were loaded correctly. There was a crosshair, third person mode (yuck!), a stance indicator, and a score table. In previous tests, using the original .local/share/[name].Arma3Profile none of these options were ever loaded3. Repeating this process, a new "freshly"-named server was then created with our desired custom difficulty setup. Is anybody able to reproduce this? I would like to hear some feedback, in particular from people who tried to make changes to their Linux dedicated server .Arma3Profile. Thanks! 1 It is not clear to me where these defaults are coming from. 2 Oddly enough, the number of lines in this file varied each time a new profile is created. 3 However, changing entries within this file a second time and restarting the server would always result in reverting to the reformatted file and its settings. A new server name ("-name=custom_2") had to be created to enforce new custom difficulty settings.
  5. Hello everyone I am trying to install a vanilla Arma 3 dedicated server on a AWS (amazon webservices) Linux box. I have been using this guide in installing Steam and Arma 3 https://medium.com/arma-3-server-administration/installation-and-configuration-of-an-arma-3-linux-dedicated-server-7875c9030b7#.gu28x7yuf Before that I was using this guide https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Instructions_.28Linux_o.2Fs.29 Each time I get is a Steam api failure. I have attempted to use the troubleshooting thread to no avail. I have tried multiple clean installs of everything. Each time, the error is the same, Steam api failure, Followed by the list of mods not showing the arma 3 directory (NOT FOUND). I have spent too many hours on this, trying to google this and search the forums and I am at my wits end. Does anyone have any idea what Steam api failure even means? Google will not give me an answer. This I believe is the RPT log. ubuntu@ip-172-31-21-128:~/installarma3/install/public$ ./start.sh 1:24:28 SteamAPI initialization failed. Steam features wont's be accessible! 1:24:32 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/PAPA_BEAR/ 1:24:32 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/AirBase/ 1:24:32 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/ 1:24:32 Updating base class RscSliderH->RscXSliderH, by a3\editor_f\config.bin/RscDisplayEditObject/Slider/ 1:24:32 Updating base class RscText->RscPicture, by a3\editor_f\config.bin/RscDisplayEditObject/Preview/ 1:24:32 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionLoad/Controls/B_OK/ 1:24:32 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionSave/Controls/B_OK/ 1:24:32 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoScrollbars/ 1:24:32 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoHScrollbars/ 1:24:32 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoVScrollbars/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscLine/ 1:24:32 Updating base class ->RscActiveText, by a3\ui_f\config.bin/RscActivePicture/ 1:24:32 Updating base class ->RscButton, by a3\ui_f\config.bin/RscButtonTextOnly/ 1:24:32 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscShortcutButtonMain/ 1:24:32 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonEditor/ 1:24:32 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscIGUIShortcutButton/ 1:24:32 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscGearShortcutButton/ 1:24:32 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonMenu/ 1:24:32 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuOK/ 1:24:32 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuCancel/ 1:24:32 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuSteam/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscLoadingText/ 1:24:32 Updating base class ->RscListBox, by a3\ui_f\config.bin/RscIGUIListBox/ 1:24:32 Updating base class ->RscListNBox, by a3\ui_f\config.bin/RscIGUIListNBox/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackground/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUI/ 1:24:32 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUILeft/ 1:24:32 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIRight/ 1:24:32 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIBottom/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUITop/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUIDark/ 1:24:32 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/RscBackgroundLogo/ 1:24:32 Updating base class ->RscMapControl, by a3\ui_f\config.bin/RscMapControlEmpty/ 1:24:32 Updating base class ->RscPicture, by a3\ui_f\config.bin/CA_Mainback/ 1:24:32 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Back/ 1:24:32 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Title_Back/ 1:24:32 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Black_Back/ 1:24:32 Updating base class ->RscTitle, by a3\ui_f\config.bin/CA_Title/ 1:24:32 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/CA_Logo/ 1:24:32 Updating base class ->CA_Logo, by a3\ui_f\config.bin/CA_Logo_Small/ 1:24:32 Updating base class ->RscButton, by a3\ui_f\config.bin/CA_RscButton/ 1:24:32 Updating base class ->CA_RscButton, by a3\ui_f\config.bin/CA_RscButton_dialog/ 1:24:32 Updating base class ->RscActiveText, by a3\ui_f\config.bin/CA_Ok/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image2/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_text/ 1:24:32 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscVignette/ 1:24:32 Updating base class ->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscMapControlTooltip/ 1:24:32 Updating base class RscUnitInfo->RscUnitInfoAirNoWeapon, by a3\ui_f\config.bin/RscInGameUI/RscUnitInfoAir/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_OK/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Cancel/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Clear/ 1:24:32 Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonAverages/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonSavePreviousData/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonPreviousData/ 1:24:32 Updating base class RscControlsGroup->RscControlsGroupNoHScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/ 1:24:32 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/ 1:24:32 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcOwnedIconPicture/ 1:24:32 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcIconPicture/ 1:24:32 Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/ 1:24:32 Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/ 1:24:32 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/ 1:24:32 Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/ 1:24:32 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/controls/ButtonCancel/ 1:24:32 Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably). 1:24:32 Updating base class RscButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMission/controls/ButtonCancel/ 1:24:32 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonOK/ 1:24:32 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonCancel/ 1:24:32 Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/ Cannot update non class from class a3\ui_f\config.bin/RscCallSupport/Items/ Cannot update non class from class a3\ui_f\config.bin/RscRadio/Items/ 1:24:32 Updating base class RscStandardDisplay->, by a3\ui_f_mp_mark\config.bin/RscDisplayRespawn/ 1:24:32 Updating base class ->GrenadeLauncher, by a3\weapons_f\config.bin/cfgWeapons/UGL_F/ 1:24:32 Updating base class ->Rifle, by a3\weapons_f\config.bin/cfgWeapons/Rifle_Base_F/ 1:24:32 Updating base class ->SlotInfo, by a3\weapons_f_mark\config.bin/UnderBarrelSlot/ 1:24:33 Initializing Steam Manager 1:24:33 unable to load cached items meta info. save and update functionality will be broken 1:24:33 Steam Manager initialized. 1:24:33 ============================================================================================= List of mods =============================================================================================== 1:24:33 modsReadOnly = true 1:24:33 safeModsActivated = false 1:24:33 customMods = true 1:24:33 hash = '610C3FBA5792AD2FE0F216CECBEBFE404680AC72' 1:24:33 hashShort = '241c7f96' 1:24:33 name | modDir | default | origin | hash | hashShort | fullPath 1:24:33 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1:24:33 â€â€â€â€ | â€â€â€â€ | false | NOT FOUND | | | 1:24:33 Arma 3 DLC Bundle | dlcbundle | true | NOT FOUND | | | 1:24:33 Arma 3 Marksmen | mark | true | GAME DIR | a3cb8bd430002971f7ecedb65aca970ce6a3e880 | 3021f00c | /home/ubuntu/installarma3/install/public/mark 1:24:33 Arma 3 Helicopters | heli | true | GAME DIR | 21385ab46a1a725af129e211d3a9f73b047d1c83 | 5c1dd0e0 | /home/ubuntu/installarma3/install/public/heli 1:24:33 Arma 3 Karts | kart | true | GAME DIR | fc0cb7d662348d9651bfc620aff863ad545e0346 | 4bdcb8a9 | /home/ubuntu/installarma3/install/public/kart 1:24:33 Arma 3 Zeus | curator | true | GAME DIR | 352756ce4c2c2b788be47fb754e3426ef3b8ba3d | c6890f55 | /home/ubuntu/installarma3/install/public/curator 1:24:33 Arma 3 | A3 | true | NOT FOUND | | | 1:24:33 ========================================================================================================================================================================================================== 1:24:33 InitSound ... 1:24:33 InitSound - complete 1:24:33 Dedicated host created. 1:24:33 PhysX3 SDK Init started ... 1:24:33 PhysX3 SDK Init ended. Attempt to override final function - rscminimap_script Attempt to override final function - rscdisplayloading_script Attempt to override final function - rscdisplayloading_script Attempt to override final function - rscdisplayloading_script Attempt to override final function - rscdiary_script Attempt to override final function - rscdisplaysinglemission_script Attempt to override final function - rscdiary_script Attempt to override final function - rscdisplayremotemissions_script Attempt to override final function - rscdisplayloading_script Attempt to override final function - rscdiary_script Attempt to override final function - rscdiary_script Attempt to override final function - rscdisplaystrategicmap_script Attempt to override final function - rscdisplaycommon_script Attempt to override final function - rscdisplaygarage_script Attempt to override final function - rscdisplayloading_script Attempt to override final function - rscdisplaycurator_script Attempt to override final function - rscdisplayattributes_script Attempt to override final function - rscdisplayattributes_script Attempt to override final function - rscdisplayattributes_script Attempt to override final function - rscdisplaycommon_script Attempt to override final function - rscdisplaydebriefing_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 1:24:35 BattlEye Server: Initialized (v1.207) 1:24:35 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 1:24:35 Game Port: 2302, Steam Query Port: 2303 1:24:35 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.54 : port 2302 1:24:36 Connected to Steam servers Sorry, I don't know how to collapse the code box :(
  6. I have a problem with the "restartwarnings.sqf" When the mission ends this script doesn't reset the timer it still thinks it's at 0 and mission ends which is a loop. I'm thinking its something to do with []spawn maybe there's a way to re-spawn the timer. restartwarnings.sqf restartWarningTxt = "== WARNING =="; warningSchedule = [60,30,20,15,10,5,3,2,1]; END_TIME = 400; if (isServer) then { [] spawn { ELAPSED_TIME = 0; START_TIME = diag_tickTime; while {ELAPSED_TIME < END_TIME} do { ELAPSED_TIME = diag_tickTime - START_TIME; publicVariable "ELAPSED_TIME"; sleep 1; }; }; }; if!(isDedicated) then { [] spawn { while{ELAPSED_TIME < END_TIME } do { timey = floor(END_TIME - ELAPSED_TIME); finish_time_minutes = floor(timey / 60); finish_time_seconds = floor(timey) - (60 * finish_time_minutes); finish_time_hours = floor(timey / 3600); if(finish_time_seconds < 10) then { finish_time_seconds = format ["0%1", finish_time_seconds]; }; if(finish_time_minutes < 10) then { finish_time_minutes = format ["0%1", finish_time_minutes]; }; formatted_time = format ["%1:%2", finish_time_hours, finish_time_minutes]; }; }; }; givewarning = compileFinal preprocessFileLineNumbers "addons\restart_warnings\givewarning.sqf"; timecheck = compileFinal preprocessFileLineNumbers "addons\restart_warnings\timecheck.sqf"; [warningSchedule] spawn timecheck; timecheck.sqf _END = 99; //_END = count warningSchedule; while { _END == 99 } do { if (timey == 60) then { playMusic "1min"; sleep 2; }; if (timey == 120) then { playMusic "2min"; sleep 2; }; if (timey == 180) then { playMusic "3min"; sleep 2; }; if (timey == 300) then { playMusic "5min"; sleep 2; }; if (timey == 30) then { playMusic "30sec"; sleep 2; }; if (timey == 10) then { playMusic "10sec"; sleep 2; }; if (timey <= 0) then { endMission "END1"; _END = 98; }; _find = warningSchedule find finish_time_minutes; if (_find > -1) then { [warningSchedule select _find, restartWarningTxt] spawn givewarning; warningSchedule = warningSchedule - [warningSchedule select _find]; //timey = timey -1 }; }; pawn BIS_fnc_typeText; givewarning.sqf _minutesLeft = _this select 0; _minuteOrMinutes = "s"; if(_minutesLeft == 1) then { _minuteOrMinutes = ""; }; _notif = [ [ [format["%1", restartWarningTxt],"<t align = 'center' shadow = '1' size = '1' color ='#E44646' font='PuristaBold'>%1</t><br />"], [format["Next restart in %1 minute%2....", _minutesLeft, _minuteOrMinutes],"<t align = 'center' shadow = '1' size = '0.8'>%1</t><br/>"] ] ] spawn BIS_fnc_typeText;
  7. peloton

    Arma3 available for Linux

    It is already possible to use Arma3 in the operating system Linux of native form, ENCORE and Steam has not announced yet it but it is already possible to install, it works correctly in spite of being in prealpha with the exception of the Mods that trump the majority at the moment. The yield of the game in my case is equal or even top than with Windows The hardware is another disadvantage of ENCORE that are not yet available for Linux
  8. I am trying to setup a build-server on Linux for an A3m mod, it all works fine up until the point where I start to compile a folder with a config.cpp into a pbo with Mikero's Tools (linux). The config.cpp has the following line: #include <\x\alive\addons\main\script_mod.hpp>makepbo does its thing but ultimately fails with the following error: config.cpp In File x/alive/addons/composition_a3/script_component.hpp: Line 2 Cannot include fileThe noticable difference is maybe the pathing where its "x/alive/etc" vs "\X\alive\etc". Is this a factor in compiling config.cpp in Linux with Mikero's MakePBO? If so, how do I resolve this?
  9. Hello Community, today I viewed the server browser of arma 3. So many server are running on Windows OS and not Linux. I would like to rent are dedicated server and don't want to pay a monthly rate for Windows Server license. Are the Linux Server performance to bad for +100 Players or whats going on? Somebody are tested the performance between Windows and Linux and got benchmarks? Thanks a lot ;)
  10. Server binary https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 https://dl.dropboxusercontent.com/u/18463425/a2oa/a2oa-server-1.63.126652.tar.bz2 Changes: STEAM libraries are now part of package steam_appid.txt is part of archive glibc 2.15 or newer needed (was 2.16 in previous server build, older isn't possible due to steamlib dependency) some little irks related to nix libraries Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.63 first in order to run properly. Please provide us with feedback to this topic. http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.63.xxxxx linux server :
  11. Hello guys, in arma 3 there is an already opened issue. The issue is that a linux headless client (HC) which is connected to a linux game server gets kicked for signature timeout after some time. The command line parameter -cpucount=1 passed at HC start can extend the time until it gets kicked from some minutes (without cpucount=1) to some hours. In my case the HC gets kicked after nearly exact 3 1/2 hours. I wrote a script at my linux machine which reconnects the HC after it was kicked within a minute. Now the problem. I m editing a domination map created by Xeno to implement some minor features. I want that features executed at HC if it is connected. I know that I can detect HC with if (!isNil "HC_D_UNIT") then { _hc_present = true; }; Where HC_D_UNIT is the name of the HCs game logic. What Xeno did in his d_init.sqf is something like that: if (isNil "HC_D_UNIT") then { HC_D_UNIT = _this; }; _this represents the server which means if I try to detect the HC as mentioned above then _hc_present is always true because it points to the server now. I think Xeno did that to ensure that all work which is thought to be done by HC should be done by server if HC is not connected until a timout. I wont change Xenos code cause i dont know what depends on it. What I need now is another method to detect if the HC is present or not. Thank you for any advise.
  12. Hi all, I am new to the ARMA series and was wondering if, as a Linux user who has version 1.42 of the game, would I be able to download and play any of the user missions that have been created? If so, what do I need to look for - same version number? Here is an example of a user mission that i would like to play but do not know if it will work given I am running a Linux OS : http://forums.bistudio.com/showthread.php?155118-Death-Match-4-Players-AI Any clarificiation on User Missions and whether or not they will work with a Linux OS running this game would be really helpful and appreciated. Thank you
  13. New to Arma 3 administration. I'll post as much info as I can think might be useful. If I need to post more info please tell me what. I have an Ubuntu 14.04.3 headless server running at home. I'm wanting to add Arma 3 game hosting to its list of duties. Specs: Intel Xeon E3-1246 V3 (3.5GHz Quad-Core Processor) 16 GB Ram I first installed steamCMD and then Arma 3. I followed this site mostly to get it running. I am able to connect to the server and play off of it. https://medium.com/arma-3-server-administration/installation-and-configuration-of-an-arma-3-linux-dedicated-server-7875c9030b7#.mvkckrsyk I've managed to create a couple of missions and now I'm wanting to get into adding a headless client. I've followed Monsoon's tutorial for getting a HC running, but something isn't working for me. I've been reading lots of pages, forums, etc. and nothing I've tried seems to work. There seems to be some conflicting information out there for this as far as things used to work one way and now they are no longer necessary. I'm not sure what is current or not. At one point, I was able to get the HC to connect and it would then disconnect on its own within a minute (according to what my terminal was saying). Not successful. Now something that I've changed (and I can't track down what that was) it just starts up as another server instead of as a client trying to connect to the server. When I got to mulitplayer > LAN, it shows two servers. The one I tried to start up as a client is not connectable though, not that I want it there. I'm running the server and HC all on the same machine. I'm running the playable Arma 3 game itself on a separate Windows 8.1 machine on the same LAN. The terminal tells me the Arma 3 server I'm running: Arma 3 Console version 1.54 : port 2302 Arma server config file contents: //source: https:||community.bistudio.com/wiki/server.cfg // server.cfg // // comments are written with "//" in front of them. //Add headless client headlessClients[]={"127.0.0.1"}; localClient[]={"127.0.0.1"}; // GLOBAL SETTINGS hostname = "SaltyMedic Server"; // The name of the server that shall be displayed in the public server list password = "XXXXX"; // Password for joining, eg connecting to the server passwordAdmin = "XXXXX"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "XXXXX"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //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 //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all 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 !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // 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. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) //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; // 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 allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // 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. //deprecated // 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 (see below) class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available Arma server startup #!/bin/bash # Wrapper file to start the A3 server # Server installation path #serverConfigDir=â€<a3_install>/public/serverconfig†serverConfigDir=â€serverconfig†# Network settings used in -cfg param networkConfig=â€$serverConfigDir/basic.cfg†# Server configuration settings used in -config param serverConfig=â€$serverConfigDir/server.cfg†# Server profile and difficulty settings used in -name param profileName=â€public†# Server-side mods mods="mods/@cba_a3;mods/@lockheed_c130" # Start server ./arma3server -cfg=â€$networkConfig†-config=serverconfig/server.cfg -name=â€$profileName†-mod=$mods -world=empty -port=2302 -noSound Arma HC startup #!/bin/bash # define directories HOME=/home/steam/ A3DIR=$HOME/arma3/install # setup mods MODS=â€â€; #MODS+=â€@cup;†#MODS+=â€@allinarmaterrainpack;†#MODS+=â€@asdg_jr;†#MODS+="mods/@cba_a3;" #MODS+="mods/@lockheed_c130;" # execute cd $A3DIR ./arma3server −client −connect=127.0.0.1 −port=2302 −pass=XXXX -noSound −mod=$MODS What the terminal shows where I run the arma server starup: . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:03 BattlEye Server: Initialized (v1.207) 8:19:03 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 8:19:03 Game Port: 2302, Steam Query Port: 2303 8:19:03 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.54 : port 2302 8:19:04 Connected to Steam servers What the terminal shows when I start a HC . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:20 BattlEye Server: Initialized (v1.207) 8:19:20 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. CreateBoundSocket: ::bind couldn't find an open port between 2303 and 2303 Arma 3 Console version 1.54 : port 2314 I've tried running it with no mods and there is no difference. I'm at a loss as to more trouble shooting. Thanks for any help Jason
  14. Hi, I've just finally launched a ArmA 2 OA Dedicated Server on my Linux Debian 7.5 Server Box, and the server is running perfectly. But I would like to find out if there is a Restart Script I could use. I know that there is one inside of the arma2oaserver file, but I'm not sure if it actually works, or how to make it function properly. This is the code of the arma2oaserver startup script that starts the server, along with a few other scripts, and what appears to be a Restart script in there maybe: ulimit -c 1000000 case "$1" in start) if [ -f ${RUNFILE} ]; then $0 stop fi echo "Starting ArmA 2 server..." # file to mark we want server running... echo "go" >${RUNFILE} # launch the background watchdog process to run the server nohup </dev/null >/dev/null $0 watchdog & ;; stop) echo "Stopping ArmA 2 server..." if [ -f ${RUNFILE} ]; then # ask watcher process to exit by deleting its runfile... rm -f ${RUNFILE} fi # and terminate ArmA 2 server process if [ -f ${PIDFILE} ]; then kill -TERM $(< ${PIDFILE}) if [ -f ${PIDFILE} ]; then rm -f ${PIDFILE} fi fi ;; status) if [ -f ${RUNFILE} ]; then echo "Server should be running..." else echo "Server should not be running..." fi if [ -f ${PIDFILE} ]; then PID=$(< ${PIDFILE}) echo "PID file exists (PID=${PID})..." if [ -f /proc/${PID}/cmdline ]; then echo "Server process seems to be running..." fi fi ;; check) echo -n "ArmA 2 directory: ${ARMA_DIR} " if [ -d ${ARMA_DIR} ]; then echo "OK" else echo "MISSING!" fi echo -n "Server executable: ${SERVER} " if [ -x ${SERVER} ]; then echo "OK" else echo "ERROR!" fi echo "Port number: ${PORT}" echo -n "Config file: ${CONFIG} " if [ -f ${CONFIG} ]; then echo "OK" else echo "MISSING!" fi echo "PID file: ${PIDFILE}" echo "RUN file: ${RUNFILE}" ;; restart) $0 stop $0 start ;; watchdog) # this is a background watchdog process. Do not start directly while [ -f ${RUNFILE} ]; do # launch the server... cd ${ARMA_DIR} echo >>${LOGFILE} "WATCHDOG ($): [$(date)] Starting server (port ${PORT})..." ${SERVER} >>${LOGFILE} 2>&1 -server -config=${CONFIG} -port=${PORT} -pid=${PIDFILE} ${OTHERPARAMS} if [ -f ${RUNFILE} ]; then echo >>${LOGFILE} "WATCHDOG ($): [$(date)] Server died, waiting to restart..." sleep 5s else echo >>${LOGFILE} "WATCHDOG ($): [$(date)] Server shutdown intentional, watchdog terminating" fi done ;; *) echo "$0 (start|stop|restart|status|check)" ;; esac Thanks in Advance! - Ajb
  15. Thread moved to: https://forums.bistudio.com/topic/185831-arma-2-oa-dedicated-server-restart-script-linux-debian-75/
  16. Aspyr media? Black Element Software? Just out of curiosity. BIS says it isn't doing it directly. I am not trying to start a flame war or "which platform is better" contest, I am just wondering what studio/company is developing them.
  17. Hey guys, i think i m doin a little mistake in my addon creation. The addon i try to create is called inidb. I know that there is a downloadable release but its library (inidb.dll) is for windows only. I downloaded the library linux sources from git hub (https://github.com/newtondev/inidb-linux) and compiled them to the needed inidb.so file for my virtual linux server. The unpacked addon is part of that download and consists of a config.cpp file and a init.sqf. config.cpp: class CfgPatches { class iniDBI { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; init = "call compile preprocessFileLineNumbers '\inidb\init.sqf'"; }; }; Those 2 files are the content of the folder inidb which i packed with cpbo to inidb.pbo My folder structure at server is as described at git hub: @inidb (folder) db (folder) inidb.so (file) addons (folder) inidb.pbo (file) Im starting my server with the option: -mod=@inidb Generaly my dedicated linux server is able to handle mods. I have other mods (not self created) which are running fine. In my mission which should use the addon i ve the following init.sqf file: init.sqf if(isServer) then { call compile preProcessFile "\inidb\init.sqf"; }; The log file at server produces the following line: Warning Message: Script inidb\init.sqf not found I think there are 2 things which could cause this message and i need your help to get a clue whats goin wrong. It could be that i did a mistake with the path to the addons init.sqf file. The other thing could be that the addon is not loaded by the server for some reason, but i dont know. I googled that problem fo a week and i tried other pathes as described above and i tried to autostart the script by setting up a module in config.cpp and in my mission. But nothing helped, i cant get it working. Edit: Ok, 24 hours r gone since i posted this, 50 views and no little answer. I think i m doin something wrong with that thread. For that reason i try to simplify it to some questions: How defines an addon the path to its scripts? Is it defined by the folder which was packed with cpbo? What does that $PREFIX$ file do i read about? Do i need those file in my case and which content would be correct? The script file in the addons pbo-file should be called from a script in my mission with call compile preProcessFile "\inidb\init.sqf"; what is to do that this works? Are there any reasons which could cause a server to not load an addon? Guys ur help would be very appreciated cause i m stuck with the creation of my mission and cant do a little step forward until the problem with that addon is solved. ********************************************************** code container for WIP: if (!isServer) exitWith {true}; /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Description: Arguments: number - refresh time in seconds Return value: boolean - true if script has been finished */ _admin_check = []; _admin_obj = objNull; while {true} do { // wait for a logged in admin waitUntil { sleep (20 + random 20); _admin_check = (allPlayers - entities "HeadlessClient_F") select {(admin owner _x) != 0}; (count _admin_check > 0) }; _admin_obj = admin_check select 0; //throw infos as long as admin is logged in while {(admin owner _admin_obj) != 0} do { // collect server infos _s_fps = str diag_fps; // frames per second _s_just_players = allPlayers - entities "HeadlessClient_F"; // all player objects _s_plyr_num = count _just_players; // number of players _s_just_HCs = entities "HeadlessClient_F"; // all HC objects _s_HC_num = count _just_HCs; // number of headless clients _s_a_grp_num = {local (leader _x) and alive (leader _x)} count allGroups; // all groups where alive units in _s_e_grp_num = { (count units _x) == 0 } count allGroups; // empty groups _s_d_grp_num = { ({!alive _x}count units _x) > 0 }count allGroups; //groups where only deads in _s_unit_num = {local _x} count allUnits; // living units _s_vec_num = {local _x} count (vehicles - entities "WeaponHolderSimulated"); // living vecs _s_wh_num = {local _x} count (entities "WeaponHolderSimulated") //weapons on ground _s_al_ent_num = {local _x} count entities [[], [], true, true]; // alive entities _s_de_ent_num = {local _x} count entities [[], ["Logic"], true]; //dead entities except logic //collect HC infos //request not available info from HCs remotely if (_s_HC_num >0) then { for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; missionNamespace setVariable [_str, []]; [_str] remoteExecCall ["Saro_fnc_report_stats_to_server", (_s_just_HCs select _i)]; }; //wait until all HCs responded with desired info waitUntil { sleep (0.1 + random 0.1); _sum = 0; for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; if (count (missionNamespace getVariable _str) > 0) then { _sum = _sum + 1; }; (_sum == _s_HC_num) }; }; }; sleep (15 + random 15); }; // info while end }; // endless while (end) /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Function Name: Saro_fnc_report_stats_to_server; Description: function used via remote execution by server to recieve some statistical infos Arguments: String - name of global variable which should returned to server by publicVariableServer Return value: true */ params ["_ret_string"]; _tmp_info_array = []; _tmp_info_array pushBack diag_fps; missionNamespace setVariable [_ret_string, _tmp_info_array]; publicVariableServer _ret_string;
  18. hello, I own a hosted server on Linux, but some addons doesn't work well. All what I want is to be able to use RHS units with Zeus + Ares. But Zeus doesn't read it. Is there a conflict between the mods ? Cause I have the command line -mod= @CBA_A3;@ares;@RHSUSAF;@RHSASFR; Does someone have at least maybe a pbo file where every configuration similar to what I want available on download ? Thanks.
  19. I'm having some problems hosting a dedicated Arma 3 server on linux. I set the server up following this guide: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Instructions_.28Linux_o.2Fs.29 The server used to work like that until several months ago, but when I'm trying to use it again now, I cannot get any missions started. As a player, I can connect, select a mission and press OK, but once the mission finishes loading, I find themselves back in the lobby again. If I keep pressing OK to start the mission, this will continue indefinitely. The server is running under Ubuntu 14.04.3 LTS 32 bit. (I chose the 32 bit version because Arma 3 itself is 32 bit, so I thought this might lead to fewer compatibility problems.) I originally encountered the problem trying to play a custom mission with a large number of third-party mods, but to debug the problem better, I ran the server without mods and with BI missions only. This is the server.cfg: passwordAdmin = "<censored>"; //password = "<censored>"; hostname = "TMSCTI"; maxPlayers = 160; motd[]= {"Welcome to our TMSCTI server"}; voteThreshold = 1.1; voteMissionPlayers = 1; kickduplicate = 0; logFile = "server_console.log"; persistent = 1; verifySignatures = 0; allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; forceRotorLibSimulation = 1; disableVoN = 1; The command line used to start the server was this: ./arma3server -config server.cfg -mod= The console output from the server can be found here: http://arma-tms.de/screenlog.0 (It's a bit too large to paste here verbatim.) I've also tried setting up a completely brand new virtual server following the original guide, but this lead to the same problem. Could someone help me with that?
  20. I've been trying to change the view distance on my server. I'm using a clean mpmission i created with one player unit. I've tried setting viewDistance=10000 in the Arma3Profile and basic.cfg files, but it refuses to change the view distance in my test mission or any other. Arma3Profile: class Difficulties { class recruit { class Flags { Armor=1; FriendlyTag=0; EnemyTag=0; MineTag=1; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; HUDGroupInfo=1; AutoSpot=1; Map=1; WeaponCursor=1; AutoGuideAT=1; ClockIndicator=1; 3rdPersonView=1; UltraAI=0; CameraShake=0; UnlimitedSaves=1; DeathMessages=1; NetStats=1; VonID=1; ExtendedInfoType=1; }; skillFriendly=0.60000002; skillEnemy=0.60000002; precisionFriendly=0.28; precisionEnemy=0.28; }; class regular { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; MineTag=1; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; HUDGroupInfo=1; AutoSpot=1; Map=1; WeaponCursor=1; AutoGuideAT=1; ClockIndicator=1; 3rdPersonView=1; UltraAI=0; CameraShake=1; UnlimitedSaves=1; DeathMessages=1; NetStats=1; VonID=1; ExtendedInfoType=1; }; skillFriendly=0.60000002; skillEnemy=0.60000002; precisionFriendly=0.28; precisionEnemy=0.28; }; class veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; MineTag=1; HUD=1; HUDWp=1; HUDWpPerm=1; HUDGroupInfo=1; AutoSpot=0; WeaponCursor=0; ClockIndicator=1; 3rdPersonView=0; UltraAI=0; CameraShake=0; DeathMessages=0; NetStats=1; VonID=1; ExtendedInfoType=0; }; skillFriendly=0.60000002; skillEnemy=0.60000002; precisionFriendly=0.28; precisionEnemy=0.28; }; class mercenary { class Flags { HUD=1; AutoSpot=0; WeaponCursor=0; DeathMessages=0; NetStats=1; VonID=1; }; skillFriendly=0.60000002; skillEnemy=0.60000002; precisionFriendly=0.28; precisionEnemy=0.28; }; }; singleVoice=0; soundEnableEAX=1; soundEnableHW=0; volumeCD=5; volumeFX=5; volumeSpeech=5; viewDistance=10000; Basic.cfg: language="English"; viewDistance=10000; Startup line: SCREEN -LAmdS arma3 /home/games/arma3/arma3server -config=server.cfg -name=server -ip=xxx -port=2302 -cfg=basic.cfg -mod="@JS_JC_FA18;@JS_JC_SU35;@FA18X_Black_Wasp"
  21. What a way to start the weekend off: with the USS Khe Sanh (LHD 9)! This mod is essentially meant as a no-frills, no-other-mods-required successor to Myke's old Arma 2 mod which allowed the Arma 2 LHD to be spawned in the Editor instead of being just part of the Utes terrain, combining that with a port of the Arma 2 LHD's components and some incorporating changes of my own (i.e. utilizing certain Arma 3 files instead of Arma 2 files, renaming some named selections and animations in English, etc.). CREDIT: Bohemia Interactive: Provided the sources (i.e. models, material files, configs, textures) with which the LHD is built. ArMaTeC: Provided the script central to this mod and to Myke's. Myke: Inspired and produced the basis for this mod. Chortles: Myself. LICENSE: This mod is released under the Arma Public License - Share Alike (APL-SA). As such, others are permitted to adapt, build upon, fork, or otherwise derive from this mod for noncommercial purposes within the Arma computer game series, but are to give credit where due for the mod('s) content (i.e. as per the Credits above), and such releases are to be under the same license as this. CHANGELOG: v1.0 : 11 July 2014: Initial release. DOWNLOAD: v1.0
  22. http://www.arma2.com/downloads/update/a2oa-server-1.63.112555.tar.bz2 http://www.arma2.com/downloads/update/a2oa-server-1.63.112555.tar.bz2 temporary mirror, as our FTP is down n/a Warning: WARNING: this build is major build 1.63.x thus not compatible backward with 1.62 clients ! both client and server must have this beta build Note: * it requires Arma 2: Operation Arrowhead data to be updated to version 1.62 first in order to run properly. * needs to combine with latest OA 1.63 beta client : http://forums.bistudio.com/showthread.php?168767-ARMA-2-OA-beta-build-112555-(1-63-build-release-not-backward-compatible) Please provide us with feedback to this topic. * Contains some bug fixed not linux specific + timestamp in logfile (linux specific) * Fixed: Linux Date format wrong (https://dev-heaven.net/issues/17313) * this version brings OA dedicated linux server into sync with actual windows server improvements and ai/mp fixes (only up to it's nr. not higher)... http://community.bistudio.com/wiki/ArmA:_Dedicated_Server previous thread about 1.62.xxxxx linux server :
  23. As the title suggests, I am trying to access the init from a created object from an sqf.. My example example of the object and position. //f-18_1 _pos = [14228.0078125,16305.0800781,0.00465202]; _object = createVehicle ["JS_JC_FA18E", _pos, [], 0, "CAN_COLLIDE"]; _object = _this select 0; _object setDir 144.741; _object setPosATL _pos; Now I would like to add a re-spawn via external script,, Iceman77's advance vehicle re-spawn to be more exact.. _nul = [this, 2, 1, {}] execVM "vehrespawn.sqf"; But I'm at a loss for a solution at this point, as the code normally implemented in the argument, seems to have changed in the last while. setVehicleInit processInitCommands clearVehicleInit So,, that is my question. I would like to access the command remote.. So that leads me to. call BIS_fnc_MP; However, I'm unfamiliar with this method. I just want to access the init field of an object for re-spawn or simple commands to run my missions/projects.. Could someone help elaborate, as I'm sure others would like help with this as well... As you can see I clearly did some research, but I need help or a nudge in the right direction.
  24. So, how do you, people, feel about such perspective? New Torment... https://torment.inxile-entertainment.com/ http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera
  25. first was unable to get it working now i'm getting error and still no good _trg=createTrigger ["EmptyDetector",getMarkerPos "AREA"]; _trg setTriggerArea [150,150,0,false]; _trg setTriggerActivation ["west","NOT PRESENT",false]; _trg setTriggerTimeout [0, 0, 0, false ] _trg setTriggerStatements ["this", "{ if (([thistrigger _x] call bis_fnc_inTrigger)) then {{deleteVehicle _x} foreach crew _x;deleteVehicle _x} } foreach allMissionObjects ''-[thistrigger]",""]; I've been looking at this way to long Thanks
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