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Found 403 results

  1. Hello, I am just trying to confirm my thinking. I am editing a mission which I want to run on a dedicated server (on the same machine). I need to test it quite a lot but am finding that you have to shut down the dedicated server each time you make an edit in the editor, then 'export to multiplayer' then restart then server, which all takes so much time. So I am doing this: 1. Open up eden editor. 2. load the mission. 3. make my change. 4.save it. 5 'export to multiplayer' 6. start dedi server (takes time) 7. log into server 8. test mission. 9. exit server 10. shut down server 11. go back to eden editor 12 make change etc etc what I want to do is 9. log out of server but keep it open and Open up mission in eden again 10. ...do stuff.. 11 export to MP.... WHILE THE DEDI SERVER IS STILL RUNNING... 12 reconnect to server and play update... It seems to me that the server locks the pbo and despite the fact that if you 'export to multiplayer' the editor squeaks a confirmatory message that it has been successfully exported (which it hasn't). The file timestamp remains the same. I've tried #restart and #restartserver (doesn't seem to do anything). Would anyone know of a way to getting the server to 'release' the pbo file so that I can update it? I presume I am just being thick. Thanks in advance, Atmo
  2. Hello everyone. Every time i'm trying to launch my server, i'm getting an error saying "Out of memory (requested 0 KB). footprint 3750240256 KB. pages 32768 KB." So what i did was i tried to remove all the PBO files, and i found out that it was "Task Force Radio" that made that error occurred. But i don't know what i should do to get it to work. Any help would be appreciated. THANKS.
  3. So, I recently purchased a dedicated Arma 3 server, the server is running on Linux, and runs vanilla Arma 3 without any problems. I decided to test out some mods, that I plan to use on the server, at first the mods would'n load correctly and I ended up changing the .pbo files in the addons folder for each mod to all lowercase names, this fixed the loading problems and the mods seemed to load. Once I joined the server I noticed that some of the vehicle from certain mods wouldn't show up in Zeus, missions with these vehicles in them wouldn't load either, the main mod in question is "CUP Vehicles" and "CUP Units". On the other hand i'm able to use modded weapons on the server and i'm able to place "CUP Terrain" Objects through Zeus. Server Log: http://pastebin.com/bdH4L24U
  4. I got this to work (at least partially): in the init: if (isServer) then { addMissionEventHandler["PlayerConnected",{_this execVM "playerInit.sqf"}]; }; in playerInit.sqf: thisPlayer = objNull; playerId = (_this select 4); for "_x" from 0 to (count allPlayers) -1 step 1 do { if (owner _x == playerId) then { thisplayer = (allPlayers select _x); }; }; thisPlayer = _this publicVariable "thisplayer"; publicVariable "playerId"; the Id is correctly transfered the problem is thisPlayer returns nothing the if never returns true so either the player is not in the list allPlayers at the time or i have no clue I tested everything seperately and everything works so Ihave nu f*king idea why it doesn't work Please help thanks in advance
  5. I'm making a guerilla style coop mission the code works well in single player but as soon as i go on a Server not verry much happens I plan on having a persistent server witch initializes with the start so i only have JIPs I have been trying to just execute code on new Players either by 1. writing them in a list and updating it every 0.1 sec. or (and looping thrue them later) 2. by (Player) execVM ... i tried playing with waitUntil it doesnt seem to have any effect (apart from delying the script) i failed with both attempts there must be something im missing maybe locality? here is my code (you can also Just answer my question im shure its a simple one for some of you) : 1. : while {true} do { for "_thisPlayerNum" from 0 to (count allPlayers) do { _thisPlayer = (allPlayers select _thisPlayerNum); if (!isNil "_thisPlayer") then { if (alive _thisPlayer) then { if (!(_thisPlayer in myLivePlayers)) then { // executed on Player spawn //waitUntil {alive _thisPlayer}; myLivePlayers = (myLivePlayers + [_thisPlayer]); _thisPlayer setCaptive true; } else { if (!(alive _thisPlayer)) then { // executed on Player death myLivePlayers = (myLivePlayers - [_thisPlayer]); if (_thisPlayer in HostilePlayers) then { TimeLastShot = TimeLastShot - [(TimeLastShot select (HostilePlayers find _thisPlayer))]; HostilePlayers = HostilePlayers - [_thisPlayer]; }; }; }; if ((_checkNewPlayer != (count allPlayers)) and (_thisPlayer in myLivePlayers)) then { _thisPlayer execVM "GW_3_0_PlayerConnected.sqf"; }; _checkNewPlayer = (count allPlayers); }; }; }; sleep 0.1; }; 2. : while {true} do { if ((count allPlayers) > 0) then { if (_checkNewPlayer < (count allPlayers)) then { waitUntil{isNull (allPlayers select ((count allPlayers)-1))} (allPlayers select ((count allPlayers)-1)) execVM "GW_3_1_Main.sqf"; } _checkNewPlayer = (count allPlayers); }; sleep 0.1; }; I would verry much appreciate your help this holds me back for a week now THX in advance
  6. Hey guys, I've been trying to run a server for me and my friends to play when we hop on ArmA, right now I'm using RHS and ALiVE to do some guerrilla style missions, I've been using TADST's "local dedicated" server tool, I've enabled the autoInit "persistence" between player joins, but this obviously has it's downsides. - I'm running on my desktop, if I want to restart my PC, I have to close the server (duh) - I can't do an actual dedicated server, I don't want to pay for one or build a server box, so ALiVE's persistence is out of the question, I tried it's "single player save" but it is too much and crashes So this might be a dumb question, but is there a way I can run this server, and have the server save when I exit, then start back up when I re-join with my friends? Basically the same as ALiVE, but save the data local to my PC. Thanks, Envak
  7. So, I've been having some issues connecting to servers recently. Whenever I connect to server I get into the lobby where I can choose a role. However, when I click play and my game is downloading the mission I Always get kicked. This goes for all gamemodes, Altis Life, KOTH, Domination etc. I have disabled all my mods and even reinstalled the game, but I can still not connect to any servers. I have downloaded the "rpt" file from when I connected to an Asylum Altis Life Server and was kicked off. How can I fix this? Thanks in advance! Dropbox link to .rpt: https://www.dropbox.com/s/yqaow9vw7pn5gue/arma3_2016-12-22_22-00-27.rpt?dl=0
  8. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  9. Dear community, Based on feedback from server operators we acknowledge that the costs connected with hosting a server can be prohibitive and thus rules out a lot of gamers/squads from being able to afford one, so we have subsequently agreed to allow limited monetization of Arma 3 servers. Full set of rules may be found on http://www.bistudio.com/monetization. Please feel free to share your questions and feedback here in this thread or send us an email to monetization@bistudio.com. We have compiled a list of the most frequent questions and answers and you can check it out here: FAQ.
  10. EDIT: * Please move me to the relevant section (servers) Sorry i missed it originally * Hello all, First off thanks to BIS for an awesome game ;) So I'm having a few niggling issues with my server setup, I need to get a few things clear/straight. I'm hoping one of you can help me. After the dedicated server install onto my laptop (i7 @2.2, 8gb ram) which was fine after following this guide Guide here. I was able to run a server and have friends join via IP:PORT (port issues with router). We ran a few missions had a lot of fun etc, I shut the server down. Lost all save progress for a mission (liberation - auto saves). So i started looking into the Aram3 profiles D:\Games\Arma3\A3Master\Users\Adminstrator\Administrator.Arma3Profile D:\Games\Arma3\A3Master\Users\Administrator\Arma3.cfg Which on my system is located at "C:\Users\richa\Documents\Arma 3" I then noticed when i set the server up on the 17th of this month nothing had changed the files for the last 2 days. Last modified time was 17th. I expected to see the 19th as we were playing and changing mission files. I had these files auto created as they should of on first run. I then decided to do a few install and start again to see if i could sort the issue out. I deleted all the files and folders created at A3Master, A3Files, and Aram3 in my document folder to start clean. I went through the guide again to setup a fresh, ONLY this time the profiles were not being created in MY documents or in the A3Master folder as the guide says it would be. I'm not sure how to do a clean wipe and have these files auto created again. So how do i get a fresh install and get those files to generate? Also on a side note none of the saves that were supposed to be linked to my profiles are loaded. I'm assuming its because its not reading the save files from the user folder . I'll post my arma3server.exe cmd parameters, config_vanilla.cfg, arma3steamstart.bat to see if anything sticks out to you lot. Server.cfg // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it's +1 +2 to gameport) //steamPort = 5230; // default 8766, needs to be unique if multiple serves on same box // steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers on same box // GENERAL SETTINGS hostname = "Assassin's Dedi"; // Name of the server displayed in the public server list //password = "adminPassword"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "omitted"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 30; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30; 1-10 is 8kHz (narrowband), 11-20 is 16kHz (wideband), 21-30 is 32kHz (ultrawideband); higher = better sound quality, more bandwidth consumption sv_region=3; sv_lan=0; // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome", "Teamspeak: ", "", "", "" }; motdInterval = 5; // Number of seconds between each message // MISSIONS CYCLE class Missions { class Mission1 { template = "LiberationAssassinModded.Tanoa"; // Filename of pbo in MPMissions folder difficulty = "Regular"; // "Recruit", "Regular", "Veteran", "Custom" }; class Mission2{ template = "ArmA3_Wasteland.Tanoa"; difficulty = "Regular"; }; }; // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS 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 v1.19.124216) 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 / preprocessFileLineNumbers commands (since Arma 3 v1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.27.126715) // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files upnp=1; // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"}; aram3server.exe startup params C:\ArmaServer\Games\ArmA3\A3Master\arma3server.exe -profiles=‪C:\ArmaServer\Games\ArmA3\A3Master -port=2302 -config=CONFIG_server.cfg -world=empty -BEpath=C:\ArmaServer\Games\ArmA3\A3Master -mod= Arma3server_steamcmdstart.bat @echo off @rem http://media.steampowered.com/installer/steamcmd.zip SETLOCAL ENABLEDELAYEDEXPANSION :: DEFINE the following variables where applicable to your install SET STEAMLOGIN=Chicken_ArmaServer SET A3serverBRANCH=233780 -beta :: For stable use 233780 -beta :: For Dev use 233780 -beta development :: Note, the missing qotation marks, these need to be wrapped around the entire "+app_data......" :: There is no DEV branch data yet for Arma 3 Dedicated Server package !!! SET A3serverPath=C:\ArmaServer\Games\ArmA3\A3Master SET STEAMPATH=C:\ArmaServer\Apps\Steam :: _________________________________________________________ echo. echo You are about to update ArmA 3 server echo Dir: %A3serverPath% echo Branch: %A3serverBRANCH% echo. echo Key "ENTER" to proceed pause %STEAMPATH%\steamcmd.exe +login %STEAMLOGIN% +force_install_dir %A3serverPath% +"app_update %A3serverBRANCH%" validate +quit echo . echo Your ArmA 3 server is now up to date echo key "ENTER" to exit pause To me everything looks good and in place, maybe I'm missing something obvious? Thanks in advance community :)
  11. Raiders International is a community of players who play a variety of mil-sim games in a team-work driven mindset. We find that playing with a group who communicates and works together, a more exciting experience for everyone. We play Squad, Escape from Tarkov, Arma 3, DCS, and others. From a family-fun adventure of Genital Jousting to a tactical loot run in Escape from Tarkov we do it all. We provide a resource-rich environment with our own public and private servers for the unit to play on, even if you can only participate for an hour in the week there is always something to play. We have a few requirements for our players. Some games may require mods, and we require you to have a mic for our Teamspeak Server. Players from all over the globe are joining up to play in kick-ass communities. Our clan is a relaxed mil-sim unit. Based on America's elite operating forces. We meet every weekend for gaming and other various operations in one of many games. Most of our members are veterans or active duty, while some are dedicated gamers. TL;DR Realism Unit Requires Mods Multiple Games Private and Public Servers Meets every week 18+ (younger requires unanimous vote) Check our website out. You know you want to.. raiders.damnserver.com You can also join our teamspeak at our.damnserver.com Or our discord server at https://discord.gg/6Rsdxeg
  12. Hi everyone, after the server of my players group was shut down I tried to create a temporary solution with a second PC in my living room, where I run the server on. The problem is, though the server starts up correctly, it cannot be found in the server browser nor can it be connected to directly via IP. The server runs on Windows 10 and has an own Steam-Account. The game version is 1.66. The server window starts and the usual four lines of text apear. According to the RPT-file, the server is "Connected to Steam servers". Some things I tried so far: - Starting with ARMA 3 Launcher - Starting with TADST (Steam on and off) - Starting with Batch-file (the command line is to long for links) - Forwarding the ports 2302-2305, the BE-ports and the steam-ports (270XX) in the router and the windows firewall - Activating UPNP (opens ports 2302, 2303 and 2304) - Deactivating windows firewall - Deactivating port filtering at all Even when launching A3 and hosting a new game with the ingame-server-browser, the server cannot be found. I'm out of ideas. I'd much appreciate if somebody had an idea what else to try. Cheers!
  13. Hello everyone I know that i am relatively new on the forums, however i thought i make a thread on how to install a Dev Branch version of the Arma 3 Server since that has been a total nightmare for me. I don't know how many people actually intent to test the server part of this, however i think it might be useful if someone is in the same situation as me. The two main ways to install an Arma 3 Server version are using Steam and SteamCMD. I will go through both of these and explain my experience with them. Steam Lets get this out of the way right now, as far as i can tell there is not way to actually install the "Arma 3 Server" stand alone version in the Development Build. When you do try to install it in development build you only get the current build with a performance build. The way to do this would be as follows: In Steam go to "Tools" and find the Arma 3 Server. Right click it and chose "Properties", now go to the tab "Betas" and enter the Code "CautionSpecialProfilingAndTestingBranchArma3". (This will however NOT install a x64 Version or the new build) You do however get a Arma 3 Server in the dev build when you simply install the normal Arma 3 game and you will therefore also get an x64 version of the Server if you put it into the dev build. (I admit this had eluded me at the beginning) Wiki link to the Dev branch passwords: https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server SteamCMD This one works however it is a bit of a shot in the dark since it only works sometimes. First you have to keep in mind that there are two ID's for this one for "Arma 3" and one for "Arma 3 Server". As we have just determined the latter is not actually included in the Dev build so we need to make sure to use the correct ID if we want a x64 Server. Check out these two pages showing the IDs: Arma 3: https://steamdb.info/app/107410/ Arma 3 Server: https://steamdb.info/app/233780/ If you know nothing about SteamCMD then the most simple way i can explain it is like this. You download SteamCMD at the link provided below and unpack the file into the folder where you want it installed. (Something like C:\SteamCMD) when you start it up it will download some files and install itself into the directory. SteamCMD Download: https://steamcdn-a.akamaihd.net/client/installer/steamcmd.zip The next thing you want to do after it is installed is login, use the following command for that: login YourSteam@Email.com YourSteamPassword Type in the SteamGuard key you just revived in your Email inbox The next command will be what installs the game, here we are going to use the ID for the Client version since that is what installs the server dev version. app_update 107410 -beta development validate From experience this will install the game in the none dev version and i have no idea why. However when i delete the install after this and run the exact same command again then it will install the correct dev version with the x64 Server. You can check the download right after you started it, look in the following folder if you have installed it where i suggested: "C:\SteamCMD\steamapps\downloading\107410\" The game .exe files are one of the first thing downloaded so if there are no x64.exe files present then it is downloading the wrong version. If so then just kill the program, delete the folder and run the same command again. There is way more detailed information about SteamCMD and how to install an Arma 3 Server. I encourage you to check out the following if this is something that you are interested in: How to install an Arma 3 Server: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server How to install SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD Steam authentication failed I know that people have had problems with the dev build especially with the latest build that has resulted in a lot of people getting the above error. The SteamCMD version is supposed to be a stand alone version that works without steam, however that part is broken at the moment. I have not gotten my Arma 3 SteamCMD version to work however i have found a workaround. Install Steam on your Server/Computer and install the Arma 3 Server version in profiling.(Pretty much the first step i explained that doesn't work for x64) After that you can cheat a little and copy the version you downloaded from SteamCMD and put it into the same directory as the one you just downloaded with Steam. Make sure that the folder is called exactly the same as the one installed by Steam and don't overwrite it just rename the old one or delete it. Make sure Steam is closed while doing this. I know that doing this is a bit redundant since you could simply run the version that you have installed through Steam, i just wanted to show that the version downloaded by SteamCMD is in fact working however it requires you to have steam running in the background. (I am sure this will be fixed soon) Anyways, i hope this helps someone somewhere out there. Feel free to ask any questions you might have i will be happy to help.
  14. Hi come join are ts and come on the website hope you come and play :) ts > na1.deliverance-hosting.com:9995 Website > http://ogroleplay.enjin.com/home
  15. 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
  16. pierremgi

    Daytime and JIP sync

    Hi, I got some dramatic trouble with daytime. When jip, all PCs (hosted server + clients) are thrown to JIP daytime (reset at mission start) instead of the contrary. Environment: MP mission hosted, time multiplier as parameter in description.ext (class params), daytime also as parameter in description.ext. Mission starts at morning, no problem, all players sync for daytime. time multiplier for 4 hrs == 1 day. one player quit the game (at night time), then come back soon (JIP) All players (server hosted incl.) are now at morning daytime like when mission starts! I figured out JIP was sync to server in a couple of seconds, not the contrary! Why is it server and all players who are sync to JIP??? Sorry for my English.
  17. Hello guys. I´m sufering because i´m the only one of my friends that can´t create servers to play with them. It keeps appearing this error: And they see this: http://imgur.com/a/fxP0Y I already unistall and re install the game, verified cahce ... Can anybody help me please?
  18. 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
  19. I have a trigger that had this on activation: {[_x] execVM "rearm.sqf"} foreach thislist; // Written by Weasel [PXS] - andy@andymoore.ca // This script rearms, refuels, and repairs vehicles. // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels. // // Setup a trigger area to activate this (F3 in map editor) with the following settings: // // Trigger REPEATEDLY, BLUFOR, PRESENT // Name: Rearmlist // Condition: this; // Activation: {[_x] execVM "rearm.sqf"} foreach thislist; // // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes // things don't work as planned. Keep this seperate if you can. _unit = _this select 0; // Don't start the script until the unit is below a height of 2, and make sure they hold that // height for at least 3 seconds. WaitUntil{(getPos _unit select 2)<2}; sleep 3; if((getPos _unit select 2)>2) exitWith{}; WaitUntil{speed _unit < 2}; sleep 3; if(speed _unit > 5) exitWith{}; // Make sure unit is inside one of these lists (trigger areas) if( not (_unit in list rearmlist1)) exitWith{}; _unit setFuel 0; _unit VehicleChat "Repairing..."; sleep 2; _unit setDammage 0; _unit VehicleChat "Rearming..."; sleep 2; _unit setVehicleAmmo 1; _unit VehicleChat "Refueling..."; sleep 2; _unit setFuel 1; _unit VehicleChat "Finished."; if(true) exitWith{}; It works in SP but not on my dedicated server. What can i do?
  20. How do i execute a server command in a mission? When you login as an admin with #login password and then type #mission MISSIONNAME a new mission starts. I want to do that via a script or a trigger after the mission end screen appears. Why? because when people click ok instanly they get joined back into the mission because the server does not load the new one fast enough.
  21. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map. Any jet will do, a random one out of the 4 would be very good though. I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here. Help would be appreciated!
  22. 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 :
  23. Hi everyone! I've faced a problem, when spawning a structure, consisting of 500+ objects, on demand. When it happens, one or another random object from this structure doesn't show itself physically (for every player, so it seems to be not a client-side problem). I'm wondering if there's a way to prespawn an objects in any virtual way and when they needed - just to enable them or clone into a real ones. The hideObject way isn't appropriate for this, because the hidden objects are still participating in server-side calculations. That's why i've decided to use deleteVehicle after this massive structure done it's job in scenario (it really saves a server FPS). I've tried to set for every such object "_obj enableSimulation false; _obj allowDamage false;" but it seems not to be helpful when this kind of complex structure (consisting of 500+ objects) are on the map in amount of 3 or more. I really appreciate any help, guys. Thanks!
  24. I have a trigger that gets activated by anything inside a 10kx10k area. This trigger has "SideScore" call BIS_fnc_endMissionServer; in the on activation, it is delayed by 930 seconds. The problem: When the mission ends, everyone has to wait 5 seconds for the new mission to start, if anyone presses ok the new mission will continue on. What can i do? Is it a server setting?
  25. So below if the thread is created correctly is a step by step introduction of how I'm trying to setup mySQL, http://imgur.com/a/5276c CPU: Intel Core i7 5930K @ 3.50GHz Cores 6 Threads 12 Virtualization Supported, Enabled Hyperthreading Supported, OS: Windows 10 Home 64-bit RAM: 32.0GB WP.LOG 00:46:23 [ERR][ Workbench]: Console redirection failed. 00:46:23 [INF][ WBContext]: Parsing application arguments. 00:46:23 [INF][ WBContext]: C:\Program Files\MySQL\MySQL Workbench 6.3 CE\MySQLWorkbench.exe 00:46:23 [INF][ Workbench]: Starting up Workbench 00:46:23 [INF][ Workbench]: Current environment: Command line: "C:\Program Files\MySQL\MySQL Workbench 6.3 CE\MySQLWorkbench.exe" CurrentDirectory: C:\Users\Altro\AppData\Local\Temp\MSID88F.tmp- HasShutdownStarted: False OSVersion: Microsoft Windows NT 6.2.9200.0 SystemDirectory: C:\WINDOWS\system32 TickCount: 1941046 UserInteractive: True Version: 4.0.30319.42000 WorkingSet: 35024896 00:46:23 [INF][ Workbench]: Environment variables: COMPUTERNAME = BADGER USERPROFILE = C:\Users\Altro HOMEPATH = \Users\Altro LOCALAPPDATA = C:\Users\Altro\AppData\Local PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\WINDOWS\system32\WindowsPowerShell\v1.0\Modules PROCESSOR_ARCHITECTURE = AMD64 Path = C:\Program Files (x86)\Intel\iCLS Client\;C:\Program Files\Intel\iCLS Client\;C:\ProgramData\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files\Intel\Intel(R) Management Engine Components\IPT;C:\Users\Altro\AppData\Local\Microsoft\WindowsApps;C:\Users\Altro\AppData\Local\atom\bin CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files ProgramFiles(x86) = C:\Program Files (x86) PROCESSOR_LEVEL = 6 LOGONSERVER = \\BADGER PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC HOMEDRIVE = C: SystemRoot = C:\WINDOWS ALLUSERSPROFILE = C:\ProgramData PUBLIC = C:\Users\Public ProgramData = C:\ProgramData PROCESSOR_REVISION = 3f02 USERNAME = Admin CommonProgramW6432 = C:\Program Files\Common Files CommonProgramFiles = C:\Program Files\Common Files OS = Windows_NT USERDOMAIN_ROAMINGPROFILE = BADGER PROCESSOR_IDENTIFIER = Intel64 Family 6 Model 63 Stepping 2, GenuineIntel ComSpec = C:\WINDOWS\system32\cmd.exe SystemDrive = C: TEMP = C:\Users\Altro\AppData\Local\Temp ProgramFiles = C:\Program Files NUMBER_OF_PROCESSORS = 12 APPDATA = C:\Users\Altro\AppData\Roaming TMP = C:\Users\Altro\AppData\Local\Temp ProgramW6432 = C:\Program Files windir = C:\WINDOWS USERDOMAIN = BADGER __COMPAT_LAYER = Installer 00:46:23 [INF][ Workbench]: Current version given by meta info is: 6.3.7 00:46:23 [INF][ Workbench]: Setting PATH to: C:\WINDOWS\system32;C:\Program Files (x86)\Intel\iCLS Client\;C:\Program Files\Intel\iCLS Client\;C:\ProgramData\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files\Intel\Intel(R) Management Engine Components\IPT;C:\Users\Altro\AppData\Local\Microsoft\WindowsApps;C:\Users\Altro\AppData\Local\atom\bin 00:46:23 [INF][ mforms managed]: Initializing mforms wrapper 00:46:23 [INF][ WBContext UI]: Initializing workbench context UI with these values: base dir: C:\Program Files\MySQL\MySQL Workbench 6.3 CE plugin path: C:\Program Files\MySQL\MySQL Workbench 6.3 CE struct path: module path: C:\Program Files\MySQL\MySQL Workbench 6.3 CE/modules library path: C:\Program Files\MySQL\MySQL Workbench 6.3 CE user data dir: C:\Users\Altro\AppData\Roaming\MySQL\Workbench open at start: open type: run at startup: run type: Force SW rendering: No Force OpenGL: No quit when done: No 00:46:23 [INF][ WBContext]: WbContext::init 00:46:23 [INF][ grt]: Scanning module directory C:\Users\Altro\AppData\Roaming\MySQL\Workbench\modules. 00:46:23 [INF][ grt]: Scanning module directory .. 00:46:23 [INF][ grt]: Scanning module directory C:\Program Files\MySQL\MySQL Workbench 6.3 CE/modules. 00:46:23 [INF][ WBA]: Looking for extension modules for WBA... 00:46:23 [INF][ WBA]: 0 extension modules found 00:46:23 [WRN][ grt]: C:\Program Files\MySQL\MySQL Workbench 6.3 CE\data/table_templates.xml:21: link 'com.mysql.rdbms.mysql.datatype.timestamp' <object db.SimpleDatatype> key=simpleType could not be resolved 00:46:23 [WRN][ grt]: C:\Program Files\MySQL\MySQL Workbench 6.3 CE\data/table_templates.xml:106: link 'com.mysql.rdbms.mysql.datatype.varchar' <object db.SimpleDatatype> key=simpleType could not be resolved 00:46:23 [WRN][ grt]: C:\Program Files\MySQL\MySQL Workbench 6.3 CE\data/table_templates.xml:229: link 'com.mysql.rdbms.mysql.datatype.int' <object db.SimpleDatatype> key=simpleType could not be resolved 00:46:23 [INF][ grt]: Scanning module directory C:\Program Files\MySQL\MySQL Workbench 6.3 CE. 00:46:23 [WRN][ grt]: C:\Users\Altro\AppData\Roaming\MySQL\Workbench\connections.xml:26: link '{4D0DE103-4420-49A7-8EBE-BA53EB20F3C8}' <object GrtObject> key=owner could not be resolved 00:46:23 [INF][ WBContext]: System info: MySQL Workbench Community (GPL) for Windows version 6.3.7 CE build 1199 (64 bit) Configuration Directory: C:\Users\Altro\AppData\Roaming\MySQL\Workbench Data Directory: C:\Program Files\MySQL\MySQL Workbench 6.3 CE Cairo Version: 1.10.2 OS: Microsoft Windows 10 Home CPU: 12x Intel(R) Core(TM) i7-5930K CPU @ 3.50GHz, 31.9 GiB RAM Active video adapter NVIDIA GeForce GTX 970 Installed video RAM: -1 MB Current video mode: 1920 x 1200 x 4294967296 colors Used bit depth: 32 Driver version: 21.21.13.7290 Installed display drivers: C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvd3dumx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvwgf2umx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvwgf2umx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvwgf2umx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvd3dum,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvwgf2um,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvwgf2um,C:\WINDOWS\System32\DriverStore\FileRepository\nv_desktop_ref4i.inf_amd64_35540330911d388c\nvwgf2um Current user language: English (United Kingdom) 00:46:23 [INF][ Workbench]: UI is up 00:46:24 [INF][ Workbench]: Running the application 00:47:25 [INF][ SqlEditor]: Opened connection 'altislife' to MySQL Community Server (GPL) version 5.7.15-log 00:47:26 [INF][ AutoCCache]: Initializing autocompletion cache for altislife 00:47:26 [INF][ WQE.net]: Launching SQL IDE 00:47:26 [INF][ WQE.net]: SQL IDE UI is ready 00:51:21 [INF][ WQE.net]: Shutting down SQL editor (altislife) 00:51:21 [INF][ Workbench]: Shutting down Workbench 00:51:21 [INF][ mforms managed]: Shutting down mforms wrapper 00:51:21 [INF][ Workbench]: Done The issue I'm having occurs before launching the arma3 server itself. But I'm asking in this forums to see if anyone has a fix or a workaround? extdb-config.ini: (I will be changing PW if fixed) [altislife] Type = MySQL Name = altislife Username = root Password = password IP = 127.0.0.1 Port = 3306 ;minSessions = 2 idleTime = 60 compress = false ; Really should only use this if MySQL server is external. Also only for MySQL Secure Auth = true ; Recommend you turn this on http://dev.mysql.com/doc/refman/5.6/en/mysql-command-options.html#option_mysql_secure-auth Here is the end of my .rpt for the arma server: Altis Life RPG v4.5: string @STR_MISC_overviewText cannot be localized client-side - move to global stringtable Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Server error: Player without identity Atlroot (id 880500283) Starting mission: Mission file: Altis_Life (__cur_mp) Mission world: Altis Mission directory: mpmissions\__cur_mp.Altis\ Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow Loading movesType CfgGesturesMale MovesType CfgGesturesMale load time 362 ms Loading movesType CfgMovesMaleSdr MovesType CfgMovesMaleSdr load time 6593 ms No speaker given for Ali Ngige No speaker given for Ali Okonkwo No speaker given for Dixon Walker No speaker given for Hamidi Azikiwe No speaker given for Hu Chang soldier[B_diver_F]:Some of magazines weren't stored in soldier Vest or Uniform? No speaker given for Tavish Anderson No speaker given for Donald Warren No speaker given for Mike Thompson No speaker given for Spencer Bennett No speaker given for Muhammad Okeke No speaker given for Mike White No speaker given for Connor Hill No speaker given for Kyle Young No speaker given for Dong Yeung No speaker given for Lu Chen No speaker given for Samuel Newton No speaker given for Luke O'Sullivan No speaker given for Jamie Taylor No speaker given for Lu Kung No speaker given for Archie Conrad No speaker given for Matthew White No speaker given for Oliver Clark soldier[B_diver_F]:Some of magazines weren't stored in soldier Vest or Uniform? No speaker given for Max Jones No speaker given for Katungi Sesse-Seko No speaker given for Jake Anderson No speaker given for Dwan Smith No speaker given for Greer Nelson No speaker given for Keith Harris No speaker given for Greer Moore Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 1c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 2c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 3c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 4c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 5c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 6c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 7c not found Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 8c not found Wrong geometry convex component mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Convex component number 3. not found No speaker given for Evangelos Costas No speaker given for Vasilis Karmanlis No speaker given for Evripidis Karmanlis No speaker given for Michalis Mastori No speaker given for Vasilis Zenon No speaker given for Kouris Manelia No speaker given for Angelos Nicolau No speaker given for Michalis Petridis No speaker given for Samaras Athanasiadis No speaker given for Biton Christou No speaker given for Fotini Dimitriadis No speaker given for Militiadis Manelia No speaker given for Sotiris Gikas No speaker given for Thanos Kammenou No speaker given for Sotiris Stanis No speaker given for Evripidis Manetta No speaker given for Nicolo Nicolau No speaker given for Costa Stanis No speaker given for Militiadis Papadopoulos No speaker given for Thamos Malas No speaker given for Panos Ioannou No speaker given for Thanos Ioannou No speaker given for Vasilis Elias No speaker given for Gamba Achebe Error: Object(2 : 664) not found c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! "extDB2: Error with Database Connection" Mission id: f39333a6db3a66404bdaa345e16dcbcf7ebc8868 Ragdoll - loading of ragdoll source "Soldier" started. Ragdoll - loading of ragdoll source "Soldier" finished successfully. I have done the following to try and fix: Googled till the cows come home for fix, Installed MySQL as Local Admin User, Downgraded MySQL to previous versions (same error persists in WP.log), Reinstalled Windows, (extreme I know, had to be sure before posting here though) Added exceptions to folders MySQL in firewall, Turned firewall off, (back on now :P) Changed Compatibility mode for MySQl workbench. Tried using extdb3 rather then 2. (I know this wasn't going to fix, had to try though) Side notes: I have had exile servers using MySQL when OS was 8.1. I will be making the same thread to MySQL forums, and other sites aswell. Sorry if this post looks a mess, first time poster.
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