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Found 294 results

  1. Everytime I start the dedicated server with its server.cfg file and then open the game on the same computer I get this "Session Lost" message within a second of joining the server I did on my own computer. I have tried on different computers both launching game AND server on them, I've also tried to start the server on my own computer then have someone else join it and vice-versa SAME THING HAPPENS. I know it is an old game. It is not an answer to attest to such facts. Also is there an option to make a LAN server, something I can put on the server.cfg file? I am very pissed off this is happening. THINGS I'VE TRIED: REINSTALLING THE GAME AND ALL DLCS SEVERAL TIMES IN ORDER: arma 2, arma 2 oa, arma 2 baf, arma 2 pmc, arma 2 acr. server.cfg BattlEye = 0; verifySignatures = 0 through 2; equalModRequired = 0 and 1; loopback = true; this one was successful but only to connect to the dedicated server from the computer you're executing the dedicated server from. Which is pointless. Whether it is a BattlEye problem only or whatever, I have no clue. HELP
  2. Hello This game is just a good way to gather a bunch of friends during holidays but we dont have internet at secondary house. i was wondering if it is possible to host a LOCAL LAN game. If yes how to do it? thanks
  3. We are currently using a Headless Client for the AI. I am noticing that the AI walk around when under fire, seemingly ignoring our shots. Every once in a while they will start to shoot back but then they get up and return to walking again. Any ideas? Video Evidence:
  4. Hello, I am looking to make a combat Alts life RPG. I would like to do most of the placing of objects myself and a bit of coding but ill need quite a bit of help if anyone knows scripting and functions inside and out contact me through bohemia interactive messages. What I am looking for is someone who can code all the essentials for a very militarised Altis Life RPG. Some of the jobs include; Jobs; truck missions, drug runs, bounties, police/rebel/army/civs and many items such as spike strips etc.
  5. Server Dependent, can be run with any mod ****This can only be played on the ts.warkin.info server as server-side is not released, please watch video**** /\ New Video /\ Server and mission Explained. SO I've been piecing together a mission using a lot of community content as well as a ton of my own script to get it all together. It features procedural map objective generation, efficient scripting and a powerful database. It does borrow from wasteland and CTI, but I looked for solutions everywhere. While not everything is perfect yet, it is very playable and will save your levels etc indefinitely. It's got a ton of scripts running server side while keeping the FPS high, so it's smart capable. It's got drop in / drop out saving that will enable you to play a few minutes at a time, but contribute to the big offensive. There is a full economy, and you can also level your AI. You have a choice of 12 persistent AI as you level up who you can recruit at ease and who are saved with my drop in feature, as well as vehicles etc. The mission is town focused, but every part of the map can be captured for income. Please try it out, and comment to steer it's development. The server keeps good frame rate in spite of producing many AI in individual cities. Custom loadouts are available not only to you, but to your ai with minimal effort. As an external influence I reference 'Jagged Alliance'. Lightning Warfare = "Warfare with a small unit, co-op focus" 1. Towns will be connected in territorial mode 2. Every town will have same items available for purchase 3. Each captured town unlocks extra units and gear in all towns. 4. Fast travel will be available between towns 5. Winning condition: Capture all towns. 6. Database deals with per session and infinite saving. 7. Procedural Map with fog of war 8. Player Economy 9. In depth squad management and persistence 10. You can recolor and uniforms, see photos below 11. Rearm and re-equip you or your squad members in minimal clicks. 12. Save and utilize custom load outs for player and squad. 13 In depth medical and support scripting, ai ability to save you when injured. Not a full list, but here are the major imports. - Improved FAR Revive medical simulation - Outlawed Mag Repack - R3F logistics - Building loot spawning - Rewritten Digital load out system - Rewritten Hunter Six ai system - Taw View distance - Seth Duda Advanced Towing & advanced sling load - Outlawed Mag Repack - Zod Take down - Rewritten inidb - Rewritten A3 Wasteland - Rewritten Squeeze Hex warfare Planned additions - Sniper, SOG centric mission support. High value targets : Personnel responsible for logistics, killing will inhibit reinforcement. FOO/FAC: Responsible for coordination of Air support; Killing will disable enemy air support for a time. GUI's - Simple yet powerful Manage your squad, customize your team (Player and AI level saved in DB) Procedural Strategic Map - works on any island and identifies objectives Deep player customization, and more to come Running IFA3
  6. Hey I'm hosting this again on dedicated hardware. If there is interest I will leave it up and updated. The gear has been switched to the ARMA3 arsenal. Among other things you can equip your leveled AI with customized loadouts. Here is a video
  7. Hey Guys, So im trying to setup a dedicated server also to play on with my group. I use Ubuntu server and get the following problem when i load the mission: Even tho the mods are loaded: I made all files small letters already (removed capitals) and this is my startup line: ./arma3server -mod="mods\@cba_a3;mods\@cupterrainscore;mods\@cupterrainscwa;mods\@cupterrainsmaps;mods\@lingordingorisland;mods\@rhsafrf;mods\@rhsgref;mods\@rhssaf;mods\@rhsusaf;mods\@task_force_radio;" -port=2302 -name="FisherServer" -config="server.cfg" The folders contain the PBO files that are in the error, I tried to fix it for 5 hours already :/ Anyone have an idea where this is going wrong?
  8. Estrella

    Cant Join Server

    Hello, i first time want to play this game and i cant join the any server, i just pushing join server its loading and show again join server. How can i join server?
  9. Hello , I want to set up an RP server at ARMA and I'm looking for EDITING MISSION & SCRIPTING to server. Of course everything is paid. Thanks :)
  10. I started playing the singleplayer version of minidayz today (1.4.1). I wanted to try playing the multiplayer version and found that there were no servers, so I decided to create my own server. When I tried to download the server files from minidayz.com/servers I was shown a 504 error for all possible downloads. I am on Windows running Chrome. I also tried to download it using another computer, and I received the same error. I even asked my friend to download it from their computer (on a different network) and they received the same error. After about an hour or so of waiting, the downloads still give the same error. Is there another way to download the server files?
  11. Commander Salamander

    Issue w/ Server

    https://www.mediafire.com/file/2928tgkz423smmc/arma3server_2017-11-27_15-39-43.rpt - I have all of the mods when I loaded into the server, the Command Line is 100% compatible with the FTP (I confirmed this earlier when the server functioned). When I access the Role Assignment for any given mission, the roles aren't available = issue. Does anyone have any ideas on how to resolve this issue?
  12. CptDezusa

    Infinite Warfare Gaming

    Good day, i like to talk about my servers that im running and i will like to invite all of you that's interested to join one of my Dedicated servers. I have bean around for some time trying to help out the Arma 3 community, so i have the last 4 months running a Dedicated server, i started for many years ago with renting server at hosting company, but as that only gave me one server and not a loot of freedom i decided to rent a Dedicated server that i can do what i like. This is my server information: Dedicated Servers - 6 Core Server - Intel Xeon E5 1650 V3 32GB RAM This is the server i'm running right now: Server name: =IWG= BMR_Insurgency Takistan [MiamiServer](COOP) Address: 199.127.62.139:2302 Server version: 176143187 Required game version: 1.76.0 Map: Takistan Mission: BMR_Insurgency_v1.47.Takistan Players: 20 Server name: =IWG= Insurgency ALIVE [MiamiServer](COOP) Address: 199.127.62.142:2313 Server version: 176142872 Required game version: 1.76.0 Map: Fata Mission: Insurgency_ALiVE_v1M1 Players: 10 Server name: =IWG= UNSUNG - VIETNAM|ALiVE MiamiServer(COOP) Address: 199.127.62.141:2308 Server version: 176142872 Required game version: 1.76.0 Map: DaKrong Mission: Unsung_Vietnam_ALiVE_v1G Players: 15 Server name: =IWG= WW2 France Front ALiVE (MiamiServer)(COOP) Address: 199.127.62.140:2311 Server version: 176143187 Required game version: 1.76.0 Map: Colleville Mission: France_Front_ALiVE_V1G Players: 25 You can find us at Discord or our new Forum that we just make. Discord: https://discord.gg/9uKedUz Forum: http://community.sunrise-production.com/ Feel free to jump in and talk to us and share your ideas, i'm always willing to test out something new and can add to the server if it's good.
  13. Hello, i was wondering if it's possible to setup multiple servers then have a script that i can activate in one server i am in that instantly connects me to another server? This is so i can have a main serve where i would have a main base HQ, then i activate a script on an npc that connects me to another server with a mission that auto starts and when finished i can go back to the main server HQ and hangout.
  14. tomciomalina

    Unable to connect 0x2000

    Hi there I am having trouble with login into the game, probably everyone have this problem. 0x2000 Unable to connect to behemia interactive server. R.I.P
  15. When I had went to gamescom this year, I found that the Arma Community was as strong as ever. I talked to the developers, and talked about the many stories that were created from playing their game, especially from the modding scene. Antistasi was a mod that really took into account the strategic aspects of rebellion, giving me and my friends good stories to talk about. After we finished our interview I realized the story potential of Arma, as a gateway for education and plot. My experience with Laws of War had confirmed these thoughts. Now I wish to build a story, one of rebellion, international alliances, the balance of power, and the realities of postcolonial states. I am currently running a server for ARMA 3 and we are looking for people to help tell the story for it. It is a CSAT Roleplay server, one that tells the story of a rising empire and the winner and losers of this change in power. The following form will be used to find the best in the gaming community to help create a space for creativity and story. We hope that from all over Arma, we can build something special with game masters, writers, and student alike. The Form: https://docs.google.com/forms/d/e/1FAIpQLSfj-mfFrL_IfVqo96JOtMC__5qjxVI_FJzbGwAEeLoPCNyBHQ/viewform?usp=sf_link#responses Good Luck fellow Story Tellers Sean.
  16. When I view the log file for starting my server, I see numerous errors that relate to the mods that I have on the server. The Commandline & FTP have both been meticulously ensured to be correct with the mods. The Customer Support, like the customer support that I communicated with the last time I purchased a server, say that the server's functioning properly, but the mods must be the cause of the issue. RPT: https://www.mediafire.com/file/fd34u3xjfthvtjc/arma3server_2017-11-07_08-16-08.rpt
  17. Hello, My name is Karma i decided to open a Arma3 Clan/Unit but i encountered 1 problem I have a custom mission with some Scripts. The problem is when i add the mission and start it the Server won't download the sql files. My Server is running on Linux and is fresh installed.
  18. hello mates ! Is it possible to allow players to connect to our server without mods ? I know the method that consists of devinarize mission.sqm and remove mods but is there another way ? thank you
  19. Hello, I've got the following problem: I spawn some AI with a script (via createUnit) in a region on the map. Those spawned AI units don´t shoot at players if i host the mission on a server. They react to my(player) presents and switch to combat mode, run around, etc. but they won't shoot at me. Confirmed details: - Player is Blufor - AI is Opfor - AI switches to Combat Mode if player is present - AI has enough ammo - AI is capable to react (https://community.bistudio.com/wiki/enableAI) - Center is created (https://community.bistudio.com/wiki/createCenter) - Relations are correct (https://community.bistudio.com/wiki/setFriend) I´ve tested the following: - Spawn the AI in the editor -> they shoot me. - Host a local server and spawn the AI -> they shoot me. - Switch AI owner on server from server to player ({_x setOwner (owner(allPlayers select 0));} foreach allUnits;) -> they shoot me. Seems like the AI only shoot its owner on the server... Any suggestions how I can fix this? Thanks!
  20. Server has scripted custom skilled AI and tons of map additions. Start Gear is Custom also. Mods: -Exile (obviously), -Zombies & Demons, -CBA_A3, -Cup Weapons, -Units, -Vehicles -Maps Core Scripts: -Deploy Bike -Base Payment Notifications -Sell Crates at Traders (R3F) -Igiload -Virtual Garage -Adjustable View Distance -Custom Status Bar -Ejecting Bodies from Vehicles when dead -Towing,Lifting with balanced Classes, Advanced Slingloading Addons: -VEMF Mission System,Custom AI -DMS Mission System,Custom AI (with selfmade Missions) -ExileZ 2 Map is full of stuff me and my wonderful fiancée added,feel free to enjoy the dark atmosphere the server was made for. Last but not least theres something very very special on the server only some people will manage to find out.check the biggest dms mission on the server to get a clue well thats it
  21. Hi everyone, good morning. I have a question about billboards with modified textures. I usually insert my image into the standard billboard, with the sqf file in mp example, example: /* File: billboards.sqf Author: Trill Contact: Description: Custom Buildings */ diag_log format['Custom %1 - Starting billboards.sqf',time]; //Krasnostav Aircraft Trader// _pos = [11999.81,12669.938,0]; _object = createVehicle ["Land_Billboard_F", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 52.993; _object setPosATL _pos; _object setObjectTextureGlobal [0, "textures\newtonio.jpg"]; _object allowDamage false; and it works perfectly well, and I put them in dozens with "Land_Billboard_F" but, if I wanted to put two pictures on this billboard, always using the billboard.sqf file, how can i put it in two, considering that the billboard coordinates are unique? the billboard is: "Land_Billboard_04_blank_F" to consider that I obviously use them on my server. I thank all those who are interested in my problem, and I apologize for mistaken posting in a section that does not agree. Thank you Antonio
  22. Does anyone know why we are getting this error with our server when viewed from the ArmA Launcher > Servers; select server and click the More details... button: https://1drv.ms/i/s!AnX2_vGoXf5F8VT8JH3gxW6q-lPV Basically I get a nice red line telling me "Server can't transmit all data; some allowed mods might be missing of their signatures not regognized In the mods list the none of the mods are recognised and some have a red text message: e.g. "Load 'USP Patches & Insignias' from library (signature mismatch)" I did not have much success searching for other people with similar problems apart from one thread where someone thought there was a limit on the serve information that could be transmitted and it was an issue with having too many mods specified (though I thought this was unlikely). Thanks in advance. S PS - If you ignore the error and select Keep Current Selection and Join button there are no problems joining the server.
  23. SLASS - Seelenlos Arma 3 Server Script short: slass Tested on Ubuntu 16.04 (Xenial) Visit us on TS3: ts3.seelenlos.eu?port=9987 | seelenlos.eu | seelenlos on Steam (c)2017 by seelenlos License: GNU GPLv3 GitHub: SLASS ## General This script will greatly ease the installation and management of three Arma3 servers including mods from the Steam workshop.</br></br>This is not a one-click-get-a-server script. Its usage is simple, but do yourself a favor and read this manual BEFORE you begin. Really. Basic knowledge of the linux command line usage is assumed. ## What it does The seelenlos Arma 3 Server Script - installs three arma3 server instances on Linux - saves precious storage by using symlinks (about the space for one installation is needed) - implements the instances as services in the OS - restarts the servers if they crash - provides diagnostic commands on the running servers - installs Arma3 mods from the workshop - provides a central config file where you can specify an individual mod set for each server - differentiates between mod, servermod, and clientmod - manages the *.bikey files in dependency of the loaded mods for each server instance - provides a central mission repository for all instances - creates meaningful servernames for the server browser depending on the loaded mods - reconfigures the servers upon each restart according to the config files - can be used to update Arma3 and the mods by a single command - provides a simple way to have an almighty admin and a maintance user, who can update/install mods, and add missions, but not fumble around in the important scripts ## How it works ### Basic Structure The script will generate a master installation (a3master), that will never be started. Using symlinks, it will build three server instances out of this master installation. The instances are later run as a system service (SysVInit). The whole set of server files, including the mission repository (mpmissions folder) and *.Arma3Profile is being shared among the instances, but the instances use individual config files. A script will manage the mods and their keys to load for each server instance. Individually for each instance you can set: - (part of) the config file - the mods to use including their keys - the servername All instances will share - the Arma3-files and mod files (update all instances at once) - the *.Arma3Profile - basic config settings - a common logfile folder ### What happens on installation You begin by putting the script folder installer into an arbitrary folder on your system. Upon start, the script will then establish an Arma3 installation inside that arbitrary folder. Depending on you installation path, it will build individual config and script files for your server, install steamcmd, set the required file ownerships and rights, and install the servers as a system service. The installation finishes with an update of Arma3 and the mods. Refer to the file doc/folder_struc.png for a general overview where to find the files and what they do. ### What happens on update File ownership in a3master will be reset to avoid issues from remote upload of mission files etc. The server instances are then stopped, and an update (or install, if not already there) of Arma3 and the mods is performed. After the update, the file rights in a3master are reset, all mods are renamed to lower case (avoids issues with crashing mods on linux) and the folders of the instances are cleared and rebuild. Finally, the severs are booted back up. ### What happens on start/restart On start, all config files are newly read in to consider possible config edits. The config file modlist.inp defines the mods to load, individually for each instance. Depending on that config, the server name and the startup options (-mods= ) are build. Then the script will generate the config file for the respective instance, and copy the individually needed set of .bikey - files into its keys folder. Logfiles older than {deldays} (servervars.cfg) will be deleted, a new logfile will be written. Afterwards, the instance will boot, being monitored by a watchdog process. The watchdog reboots the server if it crashes. The watchdog is also active if the server stopped externally, i.e. you can issue the #shutdown command ingame to read an updated server config. ## Installation ### 1. Prerequisites - ensure you have the root password for your machine at hand - create an arbitrary folder for the servers, we suggest /srv/arma3/ - copy the script folder "installer" in that folder, e.g. /srv/arma3/installer - open the file install.cfg inside the folder "installer", change the user informations therein to your wishes. The users can be created by the script, or manually before you start the installation; refer to the commands in ./installer/adddelusr.sh on how to do so. They will have the following functions useradmin - Is owner of the files in the server folder, can add/delete/modify files and manage servers. You can use your normal user account with sudo privileges for this. Make sure he is in grpserver (see below). userlnch - Is the owner of the server process once fired up. For security reasons, he should not be able to get a shell nor become root. Use strong Passwords for both users anyway, never hand them out! A server with web access is not a toy! grpserver - a user group in which both preceding noted users must be, preferably as initial-group. Add additional users to that group, to allow them to make basic maintenance of the gameserver (update, mod/mission install, restart, cfg changes) - prepare the server config files in ./installer/rsc a3common.cfg - master config file containing settings common for all server instances. a3inidi.cfg - template config file containing individual settings for each server instance. After installation, three individual copies of this file will exist, edit them if needed. basic.cfg - loaded as -cfg file by the server process servervars.cfg - config file setting additional options for the server executable, normally you don't need to edit this - determine the mods to install, to do so edit ./installer/rsc/modlist.inp. The file has seven columns: I. shortname of the mod II. steam-app-id of the mod; if the mod is not in the workshop, insert the word local III. mod type; use mod if the mod is to be loaded by server and client (key and mod is loaded), e.g. ACE cmod if the mod is only to be loaded client side (only mod is loaded), e.g. JSRS smod if the mod is only to be loaded by the server (only key is loaded), e.g. ace_server IV. to VI. contains a binary key 0/1 selecting if the mod is to be loaded on server #1/#2/#3 VII. is the name of the mod included in the servername for the server browser; Type "xx" if do not want the mod to appear in the server name for the server browser; see also the example file in ./installer/optrsc/ prepserv.sh - defines the server names, among other stuff. Edit the entry hostname_base="Generic Arma3" and the entrys " hostname id1=' Server 1 |' " to " hostname id3=' Server 3 |' " to your wishes. The final server name will be composed as Hostname_base+hostname_idx+Modlist, e.g. "Generic Arma3 Server 1 | SLT, ACE" Edit more of the file to break it ... - Make sure that you have the steam login of a user with arma3 and the mods being stated in "modlist.inp" subscribed at hand. ### 3. Start Installation - ensure the file ./installer/a3install.sh is executable for your current user (chown , chmod 744) - run ./installer/a3install.sh, confirm continuation request - decide, if you want the users to be created, see above - the script may ask you to install some packages named like lib32..., those are needed by steamcmd - consider saving or immediately applying the commands printed on the prompt (visudo, ln) in another console; refer to the Usage-Update section below - confirm the begin of the download, or choose to download later by issuing the update script (see below). - The login into steam may fail on the first try, because you are probably logging in from a machine unknown to steam. In this case the script will freeze at the line "Verifiying Login-Data...". Abort the script by pressing Ctrl-C in that case. Then start /srv/arma3/steamcmd/steamcmd.sh and enter the guard code received per mail. Refer to the steamcmd manual on HowTo, or see below. Afterwards restart the update process by issuing sudo /srv/arma3/scripts/runupdate.sh. runupdate.sh from now on will always be the file to start in order to update arma3 or install a mod. - when you see app_update 233780 validate arma3 is being downloaded, be patient - when prompted, you may copy missions and non-workshop mods into the ./a3master folder - note the output on screen. If the installation of mods ...workshop_download_item ... fails with timeout, abort the update process with Ctrl-C. This will happen if you download a large mod for the first time and the download takes long. The download attempts are cumulative, so each time you run the update, you make progress. For RHS for instance i needed to run the script 5 times. The issue is a bug in steamcmd. ### 4. Done Put at least one mission into mpmissions and Enjoy Arma3! You may delete the installer folder now. ## Usage ### 1. Manage Servers The servers are implemented into your system as system services. You manage them by issuing the command sudo service a3srvX OPTION Replace X with the number of the server and OPTION with start - you guess it stop - ahem...well restart - Does a restart. If you have many big mods loaded, this command may fail because the server takes to long to stop. Just issue stop and after a short wait start again. status - prints the service status log - prints the serverlog onto the prompt in realtime as it is written, abort with Ctrl-C Update the servers and mods by running sudo /srv/arma3/scripts/runupdate.sh. The script will then download/update A3 and the workshop-mods registered in modlist.inp. You may want to add the line %{grpserver} ALL=NOPASSWD: /usr/sbin/service a3srv[1-3], {a3instdir}/scripts/runupdate.sh to the sudoers file with visudo to avoid the system asking for the password. This is a must if you want to enable other members of the group that do not have root permissions (i.e. the maintance users) to issue the commands. Replcace {grpserver} with your groupname and {a3instdir} with your installation path. You will also need to execute the command ln -s /home/{useradmin}/Steam /home/{userupdate}/Steam for each user you want to enable to run the update script. Run the command as the user {userupdate}. Replace {useradmin} and {userupdate} with the respective user names. The command will create a symlink of the Steam cache folder into the home directory of {userupdate}. This forces steam to use only one repository of cache files for all users, preventing several issues. ### 2. Install mods For workshop mods: Ensure you have the mod subscribed for the user you wish to use for the update. Write an entry for the mod to install into modlist.inp as described in the installation section. Run an update. For non-workshop (i.e. local) mods: Put the mod into /srv/arma3/a3master/_mods/ and copy the .bikey file (if one is needed) in a respective folder ./_mods/@modname/keys. Set the file owner and permissions like the other mods have it. You may alternatively run an update to let the script set the permissions. Write an entry for the mod to install into modlist.inp as described in the installation section. Reboot the respective server to load the mod. In both cases, ensure the .bikey file (if one is needed) is in a folder ./_mods/@modname/keys, if you observe problems loading the mod. Otherwise the script won't find it. ### 3. Edit server configs Thats simple: Edit what you need to, and restart the corresponding server. ## Appendix ### I. Enter Steam Guard code - run /srv/arma3/steamcmd/steamcmd.sh; make sure you run this command as {useradmin} or a {userupdate} for whom the ln command has already been applied - enter login USERNAME - enter the guard code - enter exit
  24. My gaming group, which is undisclosed until the project is complete. Would like to create servers of multiple mission types to expand the argo world. I need help getting the init menus for loadouts, fire mode bugs, and respawn bugs sorted. This project will be rewarding by lots of 32 man co-op play. Lets bring the ARMA feel to ARGO's simplicity so the free world, can remain free to game! My name is Richard, you can contact me at diveyez@r2nhosting.com or use the discord below. Currently, I have one airport recon team defense mission I am designing tonight. I would like help, here is my discord. https://discord.gg/td2jEKW
  25. Hello folks! I've just recently taken upon myself to make a vanilla mission for steam workshop again. I've been enjoying myself a lot while doing this - however, one little thing is really anoying me right now. When using triggers, i also have them from time to time play some of the music that is in the game - to "set the mood" so to speak, which is great for certain situations. Im not talking about custom sound files that i've added myself, but the music comes with the game itself. When testing on singleplayer (through the editor) or when hosting multiplayer (also through editor) - they fire as they should, and the music is played. The problem however is that when i've now moved the .pbo file to my dedicated server - the triggers fire alright, as the mission progresses as it should - but there is no music at all. Those music "snippets" really puts the little "extra" into the mission - and i have no clue on why they dont play on dedicated servers. I usually make missions for my group, using quite a lot of mods - and im doing the same there, except - on modded missions, the music actually plays - even on dedicated server. Anyone experiencing anything similar, or have a solution for me on this? Since its just the unmodded vanilla game, i just have no clue on why its not working. //Ulfgaar
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