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Found 403 results

  1. Hi, The famous TDM server is back with new game mods! For those who love to play only PvP missions join our new server today. This year Doomwars server has developed 2 new game mods for arma 3, Rush & Gunmaster mod inspired from battlefield game series. Our game mods runs on a powerful Linux server based in Paris, with 60 slots available. The mods are still in development as i seek some other features to implement soon, like players database statistics and battlefield style respawn menu. Server IP: 94.23.207.14 Port: 25950 No addons required I would like to thank Davidoss and Barbolani for the precious help developing these mods !
  2. Hey all, does anyone know what would cause mods to show up ingame like as in the screenshot? I have the same versions on both my computer and server for all 3 mods as well, it oddly says in the launcher that the versions are incorrect. Thanks to anyone who can help
  3. Hi, Just tuning my addon for displaying icons on units, I discovered some characteristics of the headless clients. I was surprised to meet "them", applying icons on units! First of all, they are a kind of "man", Yes! And not a kind of "logic" as they are supposed to be in regard of the 3den classification... But they are a kind of "headlessClient_F" that's comforting somewhere. Headless clients are invisible but return "false" for isObjectHidden cursorObject ... You can even collide on them! You can't shoot at them, neither bullets nor grenades explosives, but they die with a cursorObject setdamage 1. (I don't know what the behavior could be on mission flow). Very strange men.
  4. 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 ;)
  5. Hi everyone, My 2 cent question: I'd like to define in a script, what kind of server I'm playing on. The aim is to make a versatile addon disabling capabilities when gaming on public servers but with better latitude when the mission is hosted (LAN, or even SP). So far, i can't use isServer, isDedicated... just because the client returns always false (except for the hosting PC but it's a particular case). I tried: {missionNamespace setVariable ["dedicated",isdedicated]; publicVariable "dedicated"} remoteExec ["call",2]; but it seems uncertain with some public servers. Any idea to have this data by a more accurate way? Thanks
  6. zeu_tkLog AUTHOR : Terox (terox_@hotmail.com) ADDON REQUIREMENTS : None INSTALLATION : SERVER ONLYClients should not have this file, it will not run on their machines, hence no Bikey If you do not have any mod folders already in use on your server, use the one that is provided in the download and run the following command line argument -servermod=@zeu Alternatively, copy the zeu_tkLog.pbo found in @zeu/addons into an already existing mod_folder/addons on the server FUNCTION : This addon logs PLAYER team kill events on the server's rpt file and dumps information about the event on the clients screenThe code the clients require is passed to the clients by the server when the mission starts, or to JIP players when they join LimitationsThis works of an Mpkilled event handler, so for missions that use "revive" SYSTEMS, where the players aren't actually killed, it will not trigger These revive systems tend to use a hit event handler to trigger an unconscious state. Ideally, if you want to implement a team kill system for these, you would be better editing the revive scripts inside the missions Example of the details logged .RPT FILE (For a killer who is on foot) For a killer who was in a vehicle It returns any driver, gunner or commander, as in the example below ONSCREEN (For a killer who is on foot) For a killer who was in a vehicle It returns any driver, gunner or commander, as in the example below Download: http://zeus-community.net/important/hosted/zeu_tklog.zip Changelog v1.0 released 7th Apriil 2016 v1.2 released 15th April 2016 Fixed Linux issue cfg functions preprocess failing on Linux server
  7. for 1.58.135170 and newer builds is needed to support custom BattlEye's RCON port defined in BEserver.cfg as new settings next to "RConPassword" "RConPort" "RConIP" //optional everything else is same RconPort must avoid reserved ARMA3server port range default reserved ports (+0,+1,+2,+3) are 2302 - 2305 to clarify the reserved ports can't be used for BattlEye's RCON you also shall not need to add the RconIP entry as undefined equals to 0.0.0.0 (all IPv4 local IP addresses) setting it to e.g. 127.0.0.1 will prevent it to respond on external IP setting it to e.g. external IP will prevent it to respond on localhost 127.0.0.1
  8. Request: It would be very useful now to have a command, like serverMissions, which will send the current list of missions on the server to the requesting client (or server). Implementation: eg: 1. If obtaining the data and performing the transfer is efficient, then a normal command result can be used: _missionList = serverMissions; 2. Or, if obtaining the file list might not be instant, so you could specify a variable name to save the results in, which may not be instant. eg: it may take 1 seconds to obtain and send the data, similar to a public variable. eg: serverMissions "var_name"; waitUntil {!isNil "var_name"};3. Ideally, it would be good to be able to access other properties in every mission.pbo description.ext file, such as: author, class Header, gameType, class Params, etc. Data syntax: The suggested array format would be a 2 string record per mission, the mission name and pbo path: [ ["[M-30] Operation Dangerous v3", "sub-folder\mission_name.pbo"], ["this is the mission briefing name", "this is the pbo file name and folder"], ... ] Purpose: It would be used to: display a list of missions to players, for voting purposes, map preview purposes. automatic mission launch execution via new server admin commands When would it be beneficial to use?Immediately. Some mods already have Mission Voting dialogs which currently have to manually maintain the list of missions which are "likely to be" on the server. Screen shot 2 Foreseeable Problems: 1) The data array sent, might be quite large, but it would be up to the mod dev to manage any such potential issue, eg: such as only using it at the end of the game.
  9. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  10. Description: Zeus Integration with Servers and Headless Client aims to transfer all spawns from Zeus, and distribute onto server and headless clients, as well as automatically allow other zeus users to see and edit units placed down. This is all accomplished without any overhead. Everything is handled with EventHandlers, so no messy, constantly running scripts. This mod is designed to be run on server, headless clients, and clients to function properly. Will work with no headless clients, or however many you manage to connect. Will also work with non-dedicated servers. Beta Version 0.3 Features: Adds all players to all curators on respawn Transfers vehicles/units/groups placed by curator to server/headless client Adds placed vehicles/units/groups to all curators Server keys ChangeLog:v0.3 - Efficiency -Changed way MP is sent to be more efficient -Fixed rotation not being retained on moving objects -Fixed a few minor bugs v0.2 - Rotation - Added MP functionality for rotating objects in Zeus v0.11 - Hotfix - Fixed locality not switching correctly - Fixed group leader not being correctly retained - Fixed units in mechanized spawns not being added to curators v0.1 - First implementation - Added - make players visible to all curators - Added - Distribution system to evenly distribute units across all servers and headless clients - Added - make placed units visible to all curators - Added - server keys Known Issues: -Will not add or transfer units placed by init scripts, mission, or various modifications (will not support this as intent is zeus support only) -Air vehicles do not start engines and begin flying immediately after changing height to midair Plans: The intention of this mod is to allow units, such as 72nd Airborne Division that I am apart of, to use Zeus on servers more efficiently. The idea is to allow even more players to join the server with even more AI, with less of a performance impact. - Plan to add configuration to allow weighted spawns. IE, twice as many units being spawned on headless clients than the server. - Plan to add configuration to allow weighted spawns on clients. IE, all clients connected to server will handle 1 AI, when server and headless clients may be running 10 AI each. This will mean more people connected to the server, the better it will run Note- My release model is this. Internal Testing means its an Alpha. Public release without all planned features implemented is a Beta. Full release means all planned features are added to the mod and working correctly. Debug: Downloads: Dropbox- https://www.dropbox.com/s/zqgpihjy0ys3rnu/%40ZISHCv0.3.7z?dl=0 Google Drive- https://drive.google.com/file/d/0B6b2GOkx9cBCUEpDRHVOb3hfTlE/view?usp=sharing Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=639965833 Zeus Integration with Servers and Headless Client v0.3 beta Special Thanks! 72nd Airborne Division for continued support and testing SFC Z. Katz for help with testing Rekkless and the Flying Monkeys In Space, Arma 3 tactical realsim clan
  11. come by and check out the essential gaming server on cherno summer All buildings can be entered + Custom cars + cup units + Cup weapons + Cup vehicle's + Donkey punch extra building items 1000+ all Craftable + ease of access Custom launcher and more.. please come by check out the website for downloads and info see you on the battlefield MisfitSniper http://www.essentialgaming.co.uk/
  12. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  13. My friend gets inifinite load screen whilst trying to join my server, I host it directly off Arma on internet with UNPN on. He manages to join role selected everything but when he actually tries to enter the game the loading screen is just there. He can move around and hear everything but the loading screen is still there. He can join other public servers fine without this issue. I've tried loading different maps from workshop maps to default arma maps and none of them seem to work. I've blown him up and nothing happens. Any suggestions?
  14. Hello, we are looking for scripters and modellers for our Altis Life server. We want to provide bigger variety of assets to play with, but there are only few guys in our dev squad. Please feel free to let anyone you may know, or yourself just find us at czskaltislife.4fan.cz and ask for myself to talk more in detail and get you as excited as we are...
  15. Background Information For the past year and a half, I've been working on building and bringing together a server community. I've been a frequent Arma Life player (mainly Takistan Life, when it was still based in Arma 2), so I have a strong passion for RP game modes. I have tried and failed many times in the process but it hasn't discouraged me, I am still motivated to reach my goal. While playing on popular Taki Life, and Altis Life servers I felt that something was missing. Although I loved the chaotic environment of Takistan Life, and the never ending mischief of terror bombings and police shenanigans, it got quite old after a while. My main goal for this project is to create a profitless RP community that thrives and is sustained by passionate members, yet can still be fun and interesting for beginners. I plan on making this a modded Life RPG, though I am completely liberal to the idea, and if that isn't what you guys want, then I am willing to listen to your voices. However, keep in mind that this 'proposal' is based around a modded Life. Overview I plan to significantly increase the amount of content for the civilian faction, in order to boost interest for that particular faction so that players will be more motivated to be part of the carefully designed economic system I plan to implement. Furthermore, I plan to add a level system, or some sort of skill based stat chart that will enable players to access certain features that will only be available to sufficiently experienced players (ie. Mining will become more efficient as you level up your mining abilities) as well as basic abilities (Stamina, Accuracy, etc.) improving over time. Though this idea is still very young. I also plan to add a simple crafting system so that players will be able to craft a few basic objects. Obviously the system will not be extremely advanced because this isn't a survival game mode, though I remain optimistic. I believe that a justice system is one of the most important aspects of an RPG, so I will definitely be implementing a court system. I will not be whitelisting the cop faction, though players who are willing to join will need to partake in a short training course and agree to the cop faction's terms of agreement. For the main cop faction, I am planning on adding several branches of law enforcement. We have a lot of other unique features planned. If you are interested in learning more about our project feel free to hop on our teamspeak and talk to us personally. Release So when will this be available to play? I am working on this project with only a single partner at the moment who is helping me with the web development. I am developing the Arma side of the mod completely alone. I hope to have a rudimentary beta by the end of January 2016, though development is still very slow. As you can see, I have all of the concepts and features planned out, and I have a basic understanding of how to code 95% of what I am planning to offer. All I really need now is manpower. This is why I am reaching out to the community, and asking for support. If this results in positive feedback from you guys then that would mean a lot to me and would really motivate me in going forward. If any of you happen to be interested in contributing to this project, or helping out with development then I will be sure to find a way to thank you. I am not looking for money, I am only interested in contributing to the Arma community, and to create something that everyone can enjoy. So if there is anything any of you would like to add or recommend, please voice your opinion and I will listen to anything you guys suggest if I think it would benefit the community. Edit: We are looking for a terrain editor/map creator! Anyone who can fill this position please add me on steam. Steam: pixelmonkey1 Teamspeak: tssyd1.vilayer.com:10060
  16. nevermind this answered, uh everything. no wonder i never post lol
  17. Is there a parameter to enable/disable the stamina bar indicating you current stamina pool? I would like to force enable it for mercenary.
  18. My server does not write a PID file when starting up with the following parameters: ./arma3server -config=server.cfg -pid=arma3server.pid It's running ArmA 3 1.52 on the latest Ubuntu dist and, otherwise, runs fine. There are no obvious clues in the log but I can post one, if needed. I've double-checked file permissions and tried different paths but the PID file is never created. Has anyone else experienced this issue? Any suggestions on troubleshooting? Should I take this to the bug tracker? Thanks in advance.
  19. Recently, Steam has changed how the free applications are managed. Long story; short story, previously the free Apps were part of the default Steam package, meaning every valid Steam account had access to it without any needed action but this is history. The new situation is the default Steam package no longer include new free Apps, meaning, they have be managed through their own package or be part of other packages. This forced us to revised our plans for Arma 3 Samples and for consistency sakes, we applied the same system to Arma 3 Tools. We believe this was a positive change and we are satisfied enough of this new system to think about doing the same for the server. However, before taking any action, we would like to ask, as user, your point of view. What would change? The server package would consistent with our other free Apps, in term of presentation and way of work. Before being able to download the server package, the user would need to subscribe Arma 3 Server via the Steam store, for free. Once subscribed, it would exactly the same as it does now. The only fundamental change is be the subscription model for the accounts which don’t own Arma 3, others will have Arma 3 Server automatically in their Steam library. Feel free to post any question, remark or your opinion about this, I will be pleased to answer you.
  20. 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;
  21. Hi, I m running 2 Arma's servers on a Windows Server. On both these addons are allowed : CBA - JSRS 2.1/2.2 - JSRS 3 - STHUD - Low Grass - Blastcore Phoenix 2 - v1.2 Until now both were working well. But since update V1.52 one of them have an issue. Symptoms : The server is running to the launch. Everything is ok. Mission start and People can join whitout problem. But after a while (random time), no one is able to join it despite the fact that the server is always online. On the log i found this : 2015/10/05, 15:51:17 NetServer::finishDestroyPlayer(1585338180): DESTROY immediately after CREATE, both cancelled 2015/10/05, 15:51:43 NetServer::finishDestroyPlayer(1612290099): DESTROY immediately after CREATE, both cancelled 2015/10/05, 15:52:29 NetServer::finishDestroyPlayer(1668866208): DESTROY immediately after CREATE, both cancelled 2015/10/05, 16:20:17 NetServer::finishDestroyPlayer(1523693791): DESTROY immediately after CREATE, both cancelled 2015/10/05, 16:20:54 NetServer::finishDestroyPlayer(1620113081): DESTROY immediately after CREATE, both cancelled 2015/10/05, 17:06:54 NetServer::finishDestroyPlayer(248531044): DESTROY immediately after CREATE, both cancelled I think the problem come from this. If someone has the solution he is welcome to share. The other server is working well and it is set as the server with trouble, only missions are not the same. Thanks by advance.
  22. 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.
  23. Dwarden has kindly created an addon that automatically stops any processing of remoteexec calls to the server from the clients. For more information on the RemoteExec command, take a look Here This is a security plug. There may be addons or missions that you currently run that this could break whilst using this addon, if there are we could do with compiling a list You can download the addon from Here Recommend to run it as -servermod not as standard -mod Alternatively, you can un-pbo every mission that doesnt use it and add the CfgRemoteExec class to the description.ext
  24. Helloooooo, I noticed that this was an issue for some people and noticed that it has been submitted to the devs. But, I wanted to know if there is anything I can do. Every once in a while the following pops up in the RPT. It does write like 30+ times in a minute when it happens. 20:16:26 Error: Failed to open file a3\sounds_f\vehicles\air\noises\servo_heli_comm_vertical.wav 20:16:26 Cannot load sound 'a3\sounds_f\vehicles\air\noises\servo_heli_comm_vertical.wav' Is there anything that I can do on my end to fix this on the server? Thanks, dubl
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