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Found 403 results

  1. Hi, I put together a script that allows players to choose where the mission AO is going to be. Mark.sqf Works great on local hosted multiplayer, but when it is run on a dedicated server it doesn't connect with EOS and no enemies spawn. I have been through this "not working on a dedicated server" a lot lately and i think "call EOS_Spawn" has something to do with it. remoteExecCall is what I am thinking but I don't know how to do. I am totally green on dedicated server script syntax and functionality. I need help. If anyone who has the knowledge and has the time to help I would really appreciate an explanation and a rewrite on the script to get it functional on a dedicated server.
  2. Hi, I am having a dedicated server issue where I , my character P_1, loses its support calls if I drop to the lobby or log out. The support requester module doesn't have an expression field, so I am lost. I have researched this issue and found a script that one would add to the init.sqf that transfers the support calls when a player teamswitches: Am I on the right track with thinking this is a teamswitch/ transfer supports issue? Please help me.
  3. INTRO After some time using and getting annoyed with the repetitiveness of SteamCMD, I looked around for a tool to automate at least some of process of installing an Arma 3 server and managing workshop mods. Having looked through a few options, none of which matched what i was looking for I decided it would be easier to build it myself. F.A.S.T. is the result of that, this is the first iteration and I will continue to expand and update it as and when needed. Thanks go out to Optix for his Remote Arma Server tool that gave me some ideas for my tool. Also, a massive thank you to Kju and Friznit for testing and bug reporting for me. PREREQUISITES Steam account with valid copy of Arma 3. Basic understanding of Arma 3 dedicated servers. DOWNLOADS AND INSTALL Download the zip file from below, unzip the contents to a folder or your choice and run the tool. Github Releases SCREENSHOTS FEATURES Automated install and update of SteamCMD. Manage and launch Arma server (TADST like features). Works with existing SteamCMD and Arma 3 server installs. Steam Guard support. Steam Mobile Auth support. Encrypts and remembers steam password. Automated install and update of Arma 3 Server Main Branch. Automated install and update of Arma 3 Server Dev Branch (see below for warning). Adding, downloading and updating steam workshop mods. Adding, downloading and updating of Private/ Friends only steam workshop mods. Manually update all or individual mods. Mass import of mods using Arma 3 launcher pre-set file. Copying of mod keys to server folder on each update (and in bulk) Symlink of steam workshop mod folders to Arma 3 server folder with readable names. Correct handling of removing mods: Removes mod local files and symlinks. Cleans up steam workshop ACF file correctly. Displays last update date for mods and server. Displays SteamCMD output for troubleshooting. FEATURES PLANNED Support multiple server installs. Create .bat files to launch server. Detect previously installed/ existing Workshop mods. New modern UI/ UX. Automatic updating of the tool. KNOWN ISSUES See GitHub releases. ISSUES AND FEEDBACK I'll monitor this thread as best as i can but I will use this GitHub Repo for bugs, issues and feature suggestions. Any feedback is also welcome in this thread. GitHub Issues DEV BRANCH WARNING Due to the available server builds on steam, to install a dev branch server you must install the main Arma 3 application dev branch then launch using the included server binaries. Due to the way SteamCMD works this means that any mods that the account used to install the server is subscribed to will also be downloaded and updated when using Dev Branch. Currently these mods are mot detected/ added to F.A.S.T. but this will be added in future. DOCUMENTATION Is currently minimal but will be updated, in the meantime here are is some basic info that can also be found in the "Help" section on the tool.
  4. Hello everybody, I googled for a long time but found nothing.. I've created a multiplayer mission and need a savegame for a daily server restart. Player data and vehicles do not need to be saved. I have to save team points and captured cities (sector modul, already triggered..). Is anyone aware of a possibility? I once played the mission overthrow. There was a way to save "Persistent Save" and "Load Persistent Save" something would be nice. best regards
  5. Hello, I'm trying to use inidbi2 to save the progress of my server, because the mission I'm doing is very long (domination by xeno), and I have no way to leave the server on all the time, but I'm very inexperienced creating servers, so I do not understand how to put this tool on my server, could someone help me? inidbi2:
  6. Hello ARMA 3 people! Yesterday i rented a server at 4Netplayers i we thought it would be easy to get it up and running. We Are looking for an empty server where we can fly jets on Chernarus map and dogfight eachother within our clan. So we rented a server.... And it wasnt as easy as i wanted. So now im kindly asking if anybody can help me out? Just basic config so we can fly jets on Chernarus map thats all we need. Anyone? :)
  7. Hello everyone, my name is Prohorov Ilja and i do have a problem with an Arma 3 server hosted by Overhosting.ru I'm not getting kicked from a server, but i'm getting stuck on a loading screen forever. Two main errors in the end of an error.log are: Error: Weapon[CUP_srifle_DMR_LeupoldMk4]: max attachments slots count reached(maximum = 5)! Attachment slot[MuzzleSlot] for weapon's proxy[\A3\data_f\proxies\weapon_slots\MUZZLE] BEServer::finishDestroyPlayer(1008212756): users.get failed There are two logs from my server. http://txt.do/d2vju http://txt.do/d2vjp All the mods installed and shown in the launcher perfectly, but in-game i can see that cup terrains core and cup terrains maps are red instead of being green, like the rest of a mods. I have 17 mods for now. "mod=@cba_a3;@cup_terrains_core;@cup_terrains_maps;@cup_units;@cup_vehicles;@cup_weapons;@rhsafrf;@rhsgref;@rhssaf;@rhsusaf;@niarms_all_in_one;@project_infinite_all_in_one;@6x6_all_terrain_vehicle;@cougar_4x4_mrap;@mcc_sandbox_4_mission_making_the_easy_way;@full_nvg;@rested_weapon_movement;" These screenshots shows what i see,when i'm joining my server and the red cup mods in-game server browser. https://steamcommunity.com/sharedfiles/filedetails/?id=1502741242 https://steamcommunity.com/sharedfiles/filedetails/?id=1502741210 Rcon info: Ip - 212.92.101.167 Port - 27005 Server port is 27000
  8. Hello everyone, and thank you for taking the time. I have now spent a good while in attempts to troubleshoot a particular issue with my dedicated server. As the title of this topic says, I have an inventory issue, and far as I know .. I have no modules or code lines that should prevent taking inventory from units on my server. In the Eden Editor, everything works fine, I can pick up any piece of equipment that I choose to, but when I upload the mission on my server .. some items I can pick up and some items refuse to be picked up. I have tried dragging them to the ground as well, but despite many different attempts I have not managed to solve this issue. I did not manage to find any other topics on this matter, only people who seek to restrict players from looting, but in my case it is the opposite .. players are unable to pick up items that they should be able to. The server should have all the latest versions on my mods, the server files are updated and validated. Does anyone know how to proceed with a matter as this? Thanks in advance.
  9. Hey, I'm wondering if i can start a dedicated server on a cloud server (like bluehost, a2 hosting...), I want to use also for teamspeak and maybe a website, do you guys know if it's do-able, too complicated, not worth the price.... If anybody knows a tutorial for doing such a thing too i'd be very grateful if you share it with me. Thank you so much :)
  10. Hi all, a CUP error seems to be killing my mod init line, has anyone seen this error/know what I can do to fix it? This is my first dedi server. Thanks for the help!
  11. I've setup a dedi server on a home PC (using TADST) to run antistasi 1.8.0 with a headless client. When running as admin, I can see the headless client (HC1) connected to the headdless client slot in the 'virtual' lobby (https://i.imgur.com/9Amq1Pr.jpg) and HC1 is also listed in the players list -however- despite this I am somewhat uncertain if the HC is configured properly as in game when checking the HC AI load info I get this result (https://imgur.com/Tam1upz). Now I have no idea if this is completely normal or if this is a sign the HC is not configured properly but I suspect that the HC AI should = the total number of AI (in this example it should read HC 5 AI?) If anyone playing Antistasi can confirm/refute this that would be amazing. Some additional info/questions about the headless client: When running the .bat file for the headless client the console window pops out the following messages :- At no point does the profile "HC1" complete loading, instead this message stays throughout the mission and I am concerned that this is yet another sign the HC is not setup/configured properly. Can anyone confirm if this is an error or not, is there a next step in the process? //Additional info: My server config.cfg has the following: headlessClients[] = {127.0.0.1} localClients[] = {127.0.0.1) battleyeLicense = 1; .bat file contains: start /min "" "D:\A3Test server\arma3server_x64.exe" -client -connect=127.0.0.1 -port=2302 -mod=@CBA_A3;@RHSAFRF;@RHSUSAF That's about it, anyone willing to confirm if this is all good or not is much appreciated. Thank yall for your time!
  12. Lets put King Of The Hill 1944 Back on the Map! I have noticed that Europe doesn't have a King Of The Hill 1944 Server and as of NOW Tango Down is the only community hosting a 1944 in the EU!, for ANYONE who wishes to play KOTH 1944 Please feel free to join the server I welcome anyone on my servers, it is running the latest v10 server version so all your stats will be saved to the global database no need to back up your documents anymore! The Discord server is also linked here: https://discord.gg/Nk2Q8ed All you need are the following mods linked here: These are the mods which you'll need to subscribe to so that you can play King of the Hill 1944. https://steamcommunity.com/sharedfiles/filedetails/?id=660460283 https://steamcommunity.com/workshop/filedetails/?id=583496184 Here's the direct connect Information below: Server IP: 185.251.226.52 Port: 2300 There are some 2x XP codes that can also be used on this server as well! I hope to see you on my server all the best to who ever reads this Ryan
  13. I put together my collection of files that I use to quickly make a dedicated windows server. GitHub Link -> Serverfiles Server Files Files required for a dedicated Arma III server on Windows. DirectX Visual C++ Redistributable 2015 x86 and x64 You also need steamcmd from here -> SteamCMD File Topology 3 Directories are required. You can use any local, virtual or network attached drive. E:\A3Files E:\steamcmd E:\A3S1
  14. Hello fellow editors, Im working now for hours on a simple script that must activate a trigger. It works fine on my localhost, but not on my server. I can't get it to work. Could you please take a look at it and help me out. There are probatly hunderds of topics about this subject, but I seached for hours and can't figger it out. (Noob :P) ------------------------------------------------------------------------------------------ Talk script: // Quick animation. titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; Civbar1=true; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen playmove "AidlPercSnonWnonDnon_talk1"; ------------------------------------------------------------------------------------------ initServer: // ============= Variables Civbar1 = false publicVariable "Civbar1"; Civbar2 = false publicVariable "Civbar2"; Civbar3 = false publicVariable "Civbar3"; ------------------------------------------------------------------------------------------ Trigger: variable name: Civbar1 Condition: Civbar1 on Act: rocivbar1 enableAI "move"; rocivbar2 enableAI "move"; rocivbar3 enableAI "move"; trigger has a waypoint activation set ------------------------------------------------------------------------------------------ Civilian: variable name: rocivbar1 init: talk1 = this addaction ["Tell civilians to move behind barrier","Scripts\interaction\Civi\CivBar1.sqf"];
  15. I am unable to see the server, even though I have port forwarded 2301, 2302, 2303 and 2304 UDP and TCP. I have set a mission file and the server loads fine. Running on win10 x64 running x32 arma 3. When I run the server through this: http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=123.456.789.0&format=xml The server is being ran from a different network to me and I can remote access it with no issues using the same IP. I am trying to use 2302 as the connection port as specified in the launch parameters. The server worked with these settings for a week before it stopped working after a restart about 2 weeks ago now.
  16. I was wondering if there is any way to require data from .json files inside q .sqf file. Or anything that covers that functionallity. The thing is: when a player buy a new custom loadout on the website, a post request is made with his ID to a file. Then, the if statemant checks the json file to watch for the player ID instead to watch for it on the array. the execVM function can do this? there is other way? Thank you all. //Default way for doing this if ((getPlayerUID player) in ["456789123"]) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //Exepected way loadout.sqf if ((getPlayerUID player) in {file.json} ) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //JSON with the buyers ID's file.json {[ '123456789','987654321', '159753468',..... ]}
  17. Hi, I am writing this topic to find some help about a Strange problem that I have since approximately 5 months I used to run a private server between me and my friends to have fun but now I can't … I run the server like Always but none of my friends can see my server… So I am searching why I can't make a server anymore like before. I let you some screens to show you how I was Always hosting my server. Thanks for your help, Dr.Jeff.
  18. i am a noob, i know that. im trying to create a server side addon that i can put my scripts/functions in. i have a test setup that is just supposed to do hello world. can someone please tell me what im doing wrong. thank you for any help. image of my current setup. https://imgur.com/a/cfRcA3i
  19. I have stumbled across an issue with the mission I am working on for my server, it works really well once tested on my client and in the editor. However, once I upload it for testing on the dedicated server, the mission goes wild. It makes units fall down through the ground after you spawn in and vehicles makes flips, they explode and start burning all across the map. Units and vehicles are affected, not static objects such as sandbags. Does anyone know what might be the cause of this issue? It really confuse me, because to my knowledge, there is nothing obvious that should be causing this issue. The units across the map keeps flipping up and down beneath the ground like this. None of my other missions behave in this way, I assume it is mission related?
  20. Hello everyone, and thank you for taking the time. I have now spent quite a lot of time going through the forums and have a lot of experience with mission making and server management myself, however I have a query to anyone who might know more than me on this particular matter. Running a dedicated server and i am trying to make respawning work on the server in a particular behavior; Been looking for the following: - Respawn inside a particular vehicle on dedicated server, not on the ground. - Respawn countdown/timer. - Something like a spectator camera when you are waiting for the countdown/timer (watching a black screen or a map screen is not that fun, more fun to watch other players you play with in the same team/side). I have been trying to tackle this forever, but the respawn system in the editor seem to only work with respawning on the ground not in a vehicle. It works in the editor, but when I run it in the dedicated server everything glitches and blows up, and the respawn vehicle falls deep below the map you can't interact with it only as zeus. I understand a dedicated server needs external files such as a Description file for this. Does anyone know any scripts or how I can make this work? Cheers. --------------- EDIT: I managed to set up a file called OnPlayerRespawn with the following code and it works: player assignAsCargo heli1; player moveInCargo heli1; However, I can't figure out how to make a respawn timer for it or make a spectator camera for the code. Right now the second a player die they instantly respawn inside the vehicle. Any suggestions? --------------- EDIT 2: After hearing I can syncronize the respawn module simply with an empty vehicle, I am having a persistent issue that I have not managed to solve as of yet on my own. But the respawn window is empty, it says disabled and I get no options to choose from. An error that says at the bottom left too. https://i.gyazo.com/f6de357a48cb5f545a12ca521ca4bc01.png
  21. Hi, I need help! when I start the dedicated server using TADST, with the mod ASR_AI3, which I try to access a mission, it tells me the following error: Script \userconfig\asr_ai3\asr_ai3_config.sqf not found and take me out how can I solve that? try applying -filePatching, but nothing Can somebody help me?
  22. So basically, I was wondering if there is any way to add a role into my server, where a player can control static AA such as a Praetorian or Centurion from their UAV terminal? Is there any script that would allow this to work on the server?
  23. So this is an issue I encounter on some servers and do not encounter on others. I'm curious if anyone knows what the culprit might be and if there is a fix. For the purposes of this discussion I'm talking about vanilla sling loading, but this occurs more frequently if using Duda's advanced sling loading. In a nutshell, flying around sling loading any object (I really can't stress anymore that is is truly any object completely independent of mass) at a moderate speed (between 40-60kts, appropriate sling speed), the load and the helicopter are treated as completely separate objects and the server will eventually "hiccup" slightly. This causes the server to think the load and the helicopter are beyond range of each other, thus disconnecting the ropes and letting the load fall to the ground. This doesn't seem to happen on some servers, it happens infrequently on others, or even extremely frequently on other servers. Have others encountered this? I don't see any topics about it and to me it seems like a pretty big deal as it essential makes anything other than the old script sling loading completely useless. I can take a guess that is might have something to do with latency between the client and the server but when my ping to the main server I play on is usually less than 50 and I still have this occur all the time, there seems to be something wrong. Let's talk about it.
  24. I dont know why but everytime I run this script and I'm in zeus interface, it kicks me out of the interface and does not let me get in again. I'm loggin in to the zeus interface via #adminLogged. script: { if (typeOf _x == "B_Boat_Transport_01_F" || (!alive _x) ) then { deleteVehicle _x; }; } forEach entities [[], [], false, false]; Hope someone can help me, because the script does what i want it to do but it keeps doing this annoying kicking
  25. hello, I would like to start a new EXILE server. There are up to 70 players up, there are about 100 AI, and little mods. Which of the 3 servers in the picture is recommended? Thank you in advance for the answers.
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