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Found 94 results

  1. I cannon get any mission to work on a dedicated server if the Game Master Module is in the mission. I am able to select a roll but am kicked by to the roll selection screen before the mission loads. Works without Game Master Module. The mission works in local server, single player, and in every other instance with the game master module in. Only dedicated server doesn't work. I have read all wiki pages, searched all googles, and wonder if anyone has seen this behavior before. Thank-you
  2. Video of problem: https://youtu.be/sdLyEm3NNRM Hello! I've been using kbTell for some time now with solid success, however I recently noticed a bug. I'm actually not certain if this bug has always been present, or if I am just now noticing it. The reason for this post is to make sure it isn't my usage that's creating the issues. I am going to throw this into the feedback tracker as well. To sum up the video above, when kbTell is used on units that are not local to the person observing the conversation, only one person will speak at a time. So if player A is next to Bob and Bill, and Bob is supposed to talk at the same time Bill is, Bob will need to wait until Bill is done speaking, but Bob will lip sync on time. Now you might think this isn't a bug, in that they are having a conversation. The problem will be if Bob is miles away from Bill, talking about two different topics, Bill would still not say a darn thing until Bob is done, or vice versa. Now, if the units speaking are local to the observer, there is no issue. They will speak over each other if required. The video does a better job, showing both scenarios, so please take a gander if you have time. Here is the code used in the video: In game script: Ermy linkItem "ItemRadio"; Carl linkItem "ItemRadio"; Ermy kbAddTopic ["testTopic", "sentenceDB.bikb", "", ""]; Carl kbAddTopic ["testTopic", "sentenceDB.bikb", "", ""]; [] spawn {Carl kbTell [Carl, "testTopic", "Carl1B", ["",{},"",[""]], false]; sleep 0.5;Ermy kbTell [Ermy, "testTopic", "ErmyHelpPlane", ["",{},"",[""]], false];}; SentenceDB.bikb (located in the missions root) class Sentences { class ErmyHelpPlane { text = ""; speech[] = {"\BND\sound\Ermy\ErmyHelpPlane.ogg"}; variant = ""; variantText = ""; class Arguments {}; }; class Carl1B { text = ""; speech[] = {"\BND\sound\Missions\G01\Carl1B.ogg"}; variant = ""; variantText = ""; class Arguments {}; }; };
  3. I guess someone has solved this problem in the past, but i've been looking for in google and in this forum, and I've not been able to fix this problem. I'm aware that the normal ARSENAL doesn't allow faces, voices and insignias, so I decided to add a virtual arsenal to an NPC in my base in my dedicated server. The problem is that the insignias tab is completely empty, as well as the faces and voices one. I read in another topic that I need a config file of some kind, but didn't quite get it right. I find this strange as well from BI. If you want to desing the arsenal and the virtual arsenal, why just removing the trhee tabs that makes different the VA? Thanks a lot guys! I'm pretty sure there is a very easy way to fix this, but I couldn't find something useful in the Internet..-
  4. Hello guys. I bought Arma 2 shortly, and decided to create a dedicated server. A friend of mine told me the TADST program because it is very practical and quick to configure the server. I created a Wasteland server, but it looks like it is not saving the data, as I entered I started playing, after a while I clicked Abort, and when I went back in to play, I noticed that in the background screen, the Soldier died, and I came back again with a new life. My friend also tested it, it entered the server, and then exited the server. When he entered again he was without the items. I was looking into this and saw that a DataBase server is needed to save the progress of the server, but I noticed there is a mod called iniDB that causes the server's progress to be saved and loaded at any time without needing a Database server . But I do not know how to configure this mod. If anyone can help me with this matter of saving the progress of my server, I will be very grateful! If there are other solutions I also accept! The most important thing for me is that I can save the progress of the server because it is very annoying to play and then lose all progress. Thank you! PS: Sorry for my English, I'm Brazilian ^^
  5. Hey, I went through the search results worth of four pages that had somekind of mention about BIS_fnc_spawnGroup but couldn't find anything that would directly fit the problem I'm having. I'm trying to use [getMarkerPos "test3", side player, 10] remoteExecCall ["BIS_fnc_spawnGroup",(_this select 1),false] which spawns an AI squad (of the same side as the human player is) when a human player captures the sector. I've placed that code snippet in the Expression field of a BIS sector and while the code works nicely when testing through a editor hosted multiplayer it doesn't spawn anything when testing the mission in a dedicated server environment. What I might be missing here? Is there any way I could keep using the Expression field to execute what I want in dedicated server or should I use something else (what might that be then)? Greetings Asmodeuz
  6. Hello. How do I get the same vehicle crew to respawn after it has been destroyed? For example: I have a helicopter placed in the editor called "uh80_alpha" with the initialization BIS_grpAlphaUH80 = group this;clearItemCargoGlobal uh80_alpha; clearWeaponCargoGlobal uh80_alpha; clearMagazineCargoGlobal uh80_alpha; clearBackpackCargoGlobal uh80_alpha; It is an insertion chopper, How can I get it to respawn exactly how I placed it in the editor with the name and initialization after it has been destroyed? Side question: Is there an easier way to remove all of the vehicles inventory? (Instead of - clearItemCargoGlobal uh80_alpha; etc.)
  7. In dedicated server skiptime not work, what can I do? Laptop Inic. field: this addAction["<t color='#ff8811'>Advance 12 Hours</t>", "skipTime.sqf"]; Skiptime.sqf skipTime 12; hint "Time advanced by 12 hours"; Thanks!
  8. Srs, we who have dedicated game 3 gun servers are fucking us into an absurd security breach in steam's friends list. This security breach allows any player to see the ip and server port that their friends on the list are connected to, which enables anyone to direct Ddos attacks to the ip and port that appears. I am a server provider and owner of 2 arma 3 servers, which have suffered several attacks Ddos due to this stupidity of their developers, I would like to request that this function be removed from the context menu, the option is to see information of the game that enables The realization of attacks ddos. Large companies like Teamspeak have made this change and have managed to greatly reduce the attacks on their servers, we need this also in weapon 3, hiding the ips from the servers. http://imgur.com/a/M5kmg Waiting by your response and correction.
  9. Hi guys, though I am getting better to tackle scripting in Arma I still have some issues for some of my functions despite having searched the internet.. a lot. I am not a programmer and have no real background about scripting. I combine the work and scripts from others in this community and alter them for my own needs. I have fun fullfilling ideas I have for my dedicated server and the small group of friends frequently coming together. During my research, trial and errors I found out how flexible and powerful Arma can be. But enough of that. To my problems: 1. Running scripts on dedicated servers/ locality in MP I run a helicopter supply drop script (credits: soolie) available for the players via the radio menu (radio trigger) Problem: works well in single player. But in MP the script fires for all players (not only the initial caller) resulting in getting 1 helicopter for every player and multiple crates being dropped. Strangely when I am the only player on the server only one helicopter appears but it drops two crates simultaneously... tried different ways to call the script but I didn't get it running (lack of knowledge) Caller: ["supply\supply.sqf", "BIS_fnc_execVM", true] call BIS_fnc_MP; (tried also _nul = execVM "supply\supply.sqf";) Script: openMap [true,true]; clicked = 0; hintc "Left click on the map where you want the supplies dropped"; ["supplymapclick", "onMapSingleClick", { _supplyLocArray = [+1000,-1375,-1500,-1125,+1250,-1000,+1375,-1250,+1500,+1125]; //:::::::::::|USE THE ONE BELOW FOR TESTING, IT SPAWNS THE HELI MUCH CLOSER|::::::::::: //_supplyLocArray = [+500,-500]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; _supply = [[(_pos select 0)+_supplyRandomLocX, (_pos select 1)+_supplyRandomLocY, (_pos select 2)+50], 180, "UK3CB_BAF_Merlin_HC3_24", WEST] call bis_fnc_spawnvehicle; _supplyHeli = _supply select 0; _supplyHeliPos = getPos _supplyHeli; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _supplyCrew = _supply select 1; _supplyGrp = _supply select 2; _supplyGrp setSpeedMode "FULL"; _supplyGrp setBehaviour "CARELESS"; _supplyWP1 =_supplyGrp addWaypoint [(_pos),1]; _supplyWP1 setWaypointType "MOVE"; _supplyWP2 = _supplyGrp addWaypoint [[(_pos select 0)+_supplyRandomLocX, (_pos select 1)+_supplyRandomLocY, _pos select 2], 2]; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _pos]; "supplyMrkrLZ" setMarkerType "Empty"; "supplyMrkrHeli" setMarkerType "Empty"; _supplyHeli flyInHeight 150; clicked = 1; openmap [false,false]; onMapSingleClick '';}] call BIS_fnc_addStackedEventHandler; waitUntil {(clicked == 1)}; hint "The supplies are on the way"; _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _supplyHeli = _supplyMrkrHeliPos2 nearestObject "UK3CB_BAF_Merlin_HC3_24"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject true; waitUntil {( _supplyLZ distance _supplyHeli)<400}; _supplyHeli animateDoor ["CargoRamp_Open",1]; waitUntil {( _supplyLZ distance _supplyHeli)<200}; sleep 2; _supplyHeli allowDammage false; _supplyBoxFnc = "B_CargoNet_01_ammo_F"; _supplyBox = createVehicle [_supplyBoxFnc, position _supplyHeli, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; _supplyBox addWeaponCargoGlobal ["UK3CB_BAF_L85A2", 2]; _supplyBox addWeaponCargoGlobal ["UK3CB_BAF_NLAW_Launcher", 2]; _supplyBox addWeaponCargoGlobal ["UK3CB_BAF_AT4_CS_AP_Launcher", 2]; _supplyBox addWeaponCargoGlobal ["rhs_weap_fgm148", 2]; _supplyBox addMagazineCargoGlobal ["UK3CB_BAF_762_100Rnd_T", 5]; _supplyBox addMagazineCargoGlobal ["UK3CB_BAF_762_L42A1_20Rnd", 5]; _supplyBox addMagazineCargoGlobal ["UK3CB_BAF_762_L42A1_20Rnd_T", 5]; _supplyBox addMagazineCargoGlobal ["UK3CB_BAF_127_100Rnd", 5]; _supplyBox addMagazineCargoGlobal ["UK3CB_BAF_556_30Rnd", 10]; _supplyBox addMagazineCargoGlobal ["UK3CB_BAF_556_30Rnd_T", 10]; _supplyBox addMagazineCargoGlobal ["13Rnd_mas_9x21_Mag", 4]; _supplyBox addMagazineCargoGlobal ["rhs_fgm148_magazine_AT", 4]; _supplyBox additemcargoGlobal ["ACE_fieldDressing", 30]; _supplyBox additemcargoGlobal ["Laserdesignator", 5]; _supplyBox additemcargoGlobal ["ACE_morphine", 30]; _supplyBox additemcargoGlobal ["ACE_bloodIV", 10]; _supplyBox additemcargoGlobal ["ACE_bloodIV_250", 10]; _supplyBox additemcargoGlobal ["ACE_CableTie", 10]; _supplyBox additemcargoGlobal ["ACE_epinephrine", 20]; _supplyBox additemcargoGlobal ["HandGrenade", 10]; _supplyBox additemcargoGlobal ["Laserbatteries", 5]; _supplyBox additemcargoGlobal ["SmokeShellRed", 10]; _supplyBox additemcargoGlobal ["ACE_EarPlugs", 5]; _supplyBox additemcargoGlobal ["SmokeShell", 10]; _supplyBox additemcargoGlobal ["SmokeShellRed", 10]; _supplyBox additemcargoGlobal ["SmokeShellBlue", 10]; _supplyBox additemcargoGlobal ["ACE_DefusalKit", 5]; _supplyBox additemcargoGlobal ["ACE_CableTie", 10]; _supplyBox additemcargoGlobal ["ACE_Clacker", 5]; _supplyBox additemcargoGlobal ["DemoCharge_Remote_Mag", 5]; _supplyBox additemcargoGlobal ["NVGoggles_mas_h", 5]; _supplyBox additemcargoGlobal ["optic_Hamr", 5]; _supplyBox additemcargoGlobal ["tf_anprc152_2", 5]; _supplyBox additemcargoGlobal ["optic_Hamr", 5]; _supplyBox additemcargoGlobal ["tf_microdagr", 5]; _supplyBox addbackpackcargoGlobal ["B_Carryall_cbr", 1]; _supplyBox addAction ["Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; _supplyBox disableCollisionWith _supplyHeli; _supplyHeli disableCollisionWith _supplyBox; _supplyBox allowDammage false; _supplyBox attachTo [_supplyHeli, [0, 0, 0], "CargoRamp"]; _supplyBox setDir ([_supplyBox, _supplyHeli] call BIS_fnc_dirTo); detach _supplyBox; //:::::::::::|Marker|::::::::::: _marker = createMarker ["SupplyMarker1", position _supplyLZ]; _marker setMarkerType "mil_objective"; "SupplyMarker1" setMarkerText "Supply Drop"; "SupplyMarker1" setMarkerColor "ColorKhaki"; //::::::::::::::::::::::::::::::: deleteVehicle _supplyLZ; _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "FLY"]; _supplyBox attachTo [_supplyChute,[0,1,0]]; //_supplyChute hideObject true; _supplyChute setPos getPos _supplyBox; //:::::::::::|LIGHT|::::::::::: _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; _supplyFlare = "F_20mm_Red" createVehicle (position _supplyBox); _supplyFlare attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: sleep 1; hint "The supplies have been dropped and can be found in the marked zone within a 200m radius."; _supplyChute hideObject false; _supplyChute allowDammage false; //_supplyHeli allowDammage true; //_supplyBox allowDammage true; _supplyHeli animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShellPurple" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: //:::::::::::|LIGHT II|::::::::::: sleep 10; _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; _supplyFlare = "F_20mm_Red" createVehicle (position _supplyBox); _supplyFlare attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: waitUntil {(getPos _supplyBox select 2)<2}; //detach _supplyBox; _supplyHeli allowDammage true; _supplyBox allowDammage true; _supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 5; {deleteVehicle _x;}forEach crew _supplyHeli;deleteVehicle _supplyHeli; //hint "end"; // Cleanup sleep 1500; deleteMarker "SupplyMarker1"; 2. Running scripts for respawned vehicles My vehicles (and crates) have customized inventories. Instead filling every single vehicles manually in the editor I run a script and I can change the amounts very easy: //Settings _weaponAmount = 2; _magAmount = 20; _itemAmount = 10; _atAmount = 5; _drugAmount = 40; _bandageAmount = 50; //_this allowDamage false; //Clear Box clearBackpackCargoGlobal _this; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; clearItemCargoGlobal _this; //_this addmagazinecargo ["SatchelCharge_Remote_Mag", _magAmount]; //_this addmagazinecargo ["SLAMDirectionalMine_Wire_Mag", _magAmount]; //_this addmagazinecargo ["SmokeShell", _magAmount]; _this addWeaponCargoGlobal ["UK3CB_BAF_L85A2", _weaponAmount]; _this addWeaponCargoGlobal ["UK3CB_BAF_NLAW_Launcher", _weaponAmount]; _this addWeaponCargoGlobal ["UK3CB_BAF_AT4_CS_AP_Launcher", _weaponAmount]; _this addWeaponCargoGlobal ["rhs_weap_fgm148", _weaponAmount]; _this addMagazineCargoGlobal ["UK3CB_BAF_762_100Rnd_T", _magAmount]; _this addMagazineCargoGlobal ["UK3CB_BAF_762_L42A1_20Rnd", _magAmount]; _this addMagazineCargoGlobal ["UK3CB_BAF_762_L42A1_20Rnd_T", _magAmount]; _this addMagazineCargoGlobal ["UK3CB_BAF_127_100Rnd", _magAmount]; _this addMagazineCargoGlobal ["UK3CB_BAF_556_30Rnd", _magAmount]; _this addMagazineCargoGlobal ["UK3CB_BAF_556_30Rnd_T", _magAmount]; _this addMagazineCargoGlobal ["13Rnd_mas_9x21_Mag", _magAmount]; _this addMagazineCargoGlobal ["rhs_fgm148_magazine_AT", _atAmount]; _this additemcargoGlobal ["ACE_fieldDressing", _bandageAmount]; _this additemcargoGlobal ["Laserdesignator", _itemAmount]; _this additemcargoGlobal ["ACE_morphine", _drugAmount]; _this additemcargoGlobal ["ACE_bloodIV", _drugAmount]; _this additemcargoGlobal ["ACE_bloodIV_250", _drugAmount]; _this additemcargoGlobal ["ACE_CableTie", _itemAmount]; _this additemcargoGlobal ["ACE_epinephrine", _drugAmount]; _this additemcargoGlobal ["HandGrenade", _itemAmount]; _this additemcargoGlobal ["Laserbatteries", _itemAmount]; _this additemcargoGlobal ["SmokeShellRed", _itemAmount]; _this additemcargoGlobal ["ACE_EarPlugs", _itemAmount]; _this additemcargoGlobal ["SmokeShell", _itemAmount]; _this additemcargoGlobal ["SmokeShellRed", _itemAmount]; _this additemcargoGlobal ["SmokeShellBlue", _itemAmount]; _this additemcargoGlobal ["1Rnd_SmokeGreen_Grenade_shell", _itemAmount]; _this additemcargoGlobal ["UK3CB_BAF_1Rnd_HE_Grenade_Shell", _itemAmount]; _this additemcargoGlobal ["1Rnd_SmokeGreen_Grenade_shell", _itemAmount]; _this additemcargoGlobal ["ACE_SpottingScope", _itemAmount]; _this additemcargoGlobal ["ACE_Tripod", _itemAmount]; _this additemcargoGlobal ["ACE_DefusalKit", _itemAmount]; _this additemcargoGlobal ["ACE_CableTie", _itemAmount]; _this additemcargoGlobal ["ACE_Clacker", _itemAmount]; _this additemcargoGlobal ["DemoCharge_Remote_Mag", _itemAmount]; _this additemcargoGlobal ["NVGoggles_mas_h", _itemAmount]; _this additemcargoGlobal ["optic_Hamr", _itemAmount]; _this additemcargoGlobal ["tf_anprc152_2", _itemAmount]; _this additemcargoGlobal ["tf_rt1523g_bwmod", _itemAmount]; _this additemcargoGlobal ["ItemAndroid", _itemAmount]; _this additemcargoGlobal ["tf_microdagr", _itemAmount]; _this additemcargoGlobal ["ToolKit", 1]; _this addbackpackcargoGlobal ["B_Carryall_cbr", _itemAmount]; Caller: null = this execVM "Z_Crate.sqf"; (in init field of every vehicle) Problem: works fine at the start of the mission. If destroyed the vehicles respawn via the Arma vehicle respawn module. But they are then empty / have standard items (=script does not fire after respawn). Bonus: Any ideas how to combine 2. into 1. (running the inventory script from 2 in the supply drop box instead filling it individually) I would really like to get this working, any ideas highly appreciated Thanks guys
  10. anyone willing to share how they set up reserved slots for their dedicated server? Im trying to build a 1-3 slots reserved for admin & mods to always be able to join as well as set up a restricted Zeus slot that only authorized people can access. thanks!
  11. Hi All, Tonight we made an SDV insertion. When we changed from the wetsuit & rebreather to the uniforms&vest in our backpack... we were seeing everyone naked.... But when we looked at ourself we were all dressed up correctly with vest&Uniform. Any hint? -We are on a dedicated box, with 3 Headless managed by wearthless headless client mod. -Mission created with Eden. -Main mods : ACE, MCC, TASK-FORCE, -Script : R3F & igiload. Cheers
  12. Hi everyone, Here is the code i use to create task -childtask here for meeting point- for the dedicated server: [[west, ["Task1A","Task1"], [" <br /> Sub-Task Description Here. <br /> ", "Sub-Task Title", ""], (getMarkerPos "Task1MeetingPoint"), true] spawn BIS_fnc_taskCreate] call BIS_fnc_MP; I guess Arma 3 Tasks Overhaul somehow are used for notification icons. I wonder if i could use image below with the above code and how? https://community.bistudio.com/wiki/File:bis_tasktype_meet.png Thank you for your help in advance.
  13. So i have been working with getting conversations and briefings working on a dedicated server and initially had decent success. I can get a conversation to play on all connected clients however there are a few problems i am having. When I get the mission file on a dedicated server and trigger the conversation, it does not seemingly run it in a scheduled environment so all of the sleep commands are seemingly ignored. The speech itself seems to come out nice and orderly, but both the captioned text and any other functions mixed in (such as assigning a task) get executed all at once. Also I am now noticing that I am only able to get the conversations to work properly on BLUFOR units, I recently tried to add a conversation to a civilian and the script gets executed (I know this because the task to talk to him successfully completes) however the speech does not initiate. I have already added a radio to the civilian and it works fine in sp, just not on a dedicated server. an example of my code is shown below. {_x KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbTell [_x, "briefing","briefingLine1"]; ... waitUntil { juliaCommander KbWasSaid [_x, "briefing","briefingLine12",3]; }; sleep 1; juliaCommander KbTell [_x, "briefing","briefingLine13"];} forEach (allPlayers - entities "HeadlessClient_F"); I have tried to research the subject but have not particularly found anything helpful. Does anyone have any insight as to why those problems may occur? Just to clarify everything I have scripted works flawlessly in SP, I just havnt quite figured out how to transition that to dedicated server MP.
  14. Hey, First I do want to apologies if this is the wrong section for this and I should have posted it in the Mission & Editing forums. I've recently gotten an issue that I cannot start my mission on my groups dedicated server on Linux anymore. It just kicks me back into the mission select screen. Then upon restarting the mission again the server crashes with a SEGV Fault. I've been searching the internet left and right for the issue, went through the whole RPT file, read up on the feedback trackers on certain mods that we use. Nothing, this is kinda the last turn I can do before either deleting the whole mission or start over from scratch. And since it is an ongoing campaign mission, I'd rather not do that. So here some information: Mods used are: CBA ACE CUP Terrains CUP Weapons and Units RHS, every mod NIArms (Formerly known as HLC Weapons), Core and AK pack Task force Radio My group is using the Profiling Branch Server. In the RPT there is a lot of spam from "No entry 'bin\config.bin/CfgWeapons.Burst'.". This is from the RHS Mod, according to their bugtracker it does not cause this weird behavior. Another thing I noticed in the bugtracker is "Ref to nonnetwork object *some id*: dummyweapon.p3d", but according to the BI Wiki it can be ignored. I went ahead and just started deleting bases and outposts, then at some point it all worked again, but no indication really what the issue was. So from this I know it is a map object causing all this. The main problem is, I have placed quite a lot of objects so no idea which are the offending ones. I am testing these things now on my local dedicated windows server which resulted in a very similar behavior and uploaded the RPT until it kicks me back to selection screen. Link to RPT I also uploaded the non-binarized mission.sqm. Link to Mission.sqm I am at a loss here, can someone help?
  15. Hello, I created a mission and I can't see the roles in the dedicated server. I can see them in the singleplayer, local hosting server (ported), everywhere except the dedicated server. I double checked that the units are playable but there's nothing wrong. I'm clueless, I'd apperciate it you help me.
  16. Hi fellas, since I´m allowed to ask here for help, this is what I do then, cause I need it kinda desperately! Whatever mission I made, my main problem was always to get tasks work properly. JIP, mission ending conditions by "whole group" and so on... My last approach worked actually kinda well, using the FHQ Task Tracker. At least while I was hosting a MP from my gaming pc (locally).., but since we ("clan") changed to a dedicated server, tasks are not even showing up anymore at all! My main goal is to be able to create a working mission structure like following: - MP / COOP, ideally with JIP - 2 or 3 Tasks, dont care if they are already assigned or not on mission start - Extractionzone triggering the end, only when whole group present and all Tasks done - Dedicated Server compatible Doesnt sound too difficult, but I just dont get it right... I´ve seen many posts about this topic and there are a few tutorials as well, unpacked countless pbo´s, but I´m just stucked. If there is somebody out there, willing to help, for example by reviewing my last mission, or help me creating a template for myself, this would be more then appreciated. I´m even willing to pay for help. Cheers
  17. Hi Hopefully someone can help having run all over the internet for a answer. I have created a mission and have issue on the end mission trigger calling a function from dedicated server or if I host it myself. Its a basic trigger with condition for BLUFOR to be present and on activation run end1" call BIS_fnc_endMission; This works fine on my PC where the mission was created but clients connected dont see it and from what I have read the function is called by the local client. and is not broadcasted to the others if condition is met. I read that it should be a publicvariable or RemoteExecCall but unsure how to get this to work. should it be in the init or description files. I used eden to create mission but uncertain where to put the commands. I also setup some triggers that call SQF files that spawn some enemy units, would this be the same same if on a dedicated server. We have played the mission a few times and have held back from making triggers fire but it seems to work from clients triggering it. Hopefully someone can help me :-) Cheers
  18. New to Arma 3 administration. I'll post as much info as I can think might be useful. If I need to post more info please tell me what. I have an Ubuntu 14.04.3 headless server running at home. I'm wanting to add Arma 3 game hosting to its list of duties. Specs: Intel Xeon E3-1246 V3 (3.5GHz Quad-Core Processor) 16 GB Ram I first installed steamCMD and then Arma 3. I followed this site mostly to get it running. I am able to connect to the server and play off of it. https://medium.com/arma-3-server-administration/installation-and-configuration-of-an-arma-3-linux-dedicated-server-7875c9030b7#.mvkckrsyk I've managed to create a couple of missions and now I'm wanting to get into adding a headless client. I've followed Monsoon's tutorial for getting a HC running, but something isn't working for me. I've been reading lots of pages, forums, etc. and nothing I've tried seems to work. There seems to be some conflicting information out there for this as far as things used to work one way and now they are no longer necessary. I'm not sure what is current or not. At one point, I was able to get the HC to connect and it would then disconnect on its own within a minute (according to what my terminal was saying). Not successful. Now something that I've changed (and I can't track down what that was) it just starts up as another server instead of as a client trying to connect to the server. When I got to mulitplayer > LAN, it shows two servers. The one I tried to start up as a client is not connectable though, not that I want it there. I'm running the server and HC all on the same machine. I'm running the playable Arma 3 game itself on a separate Windows 8.1 machine on the same LAN. The terminal tells me the Arma 3 server I'm running: Arma 3 Console version 1.54 : port 2302 Arma server config file contents: //source: https:||community.bistudio.com/wiki/server.cfg // server.cfg // // comments are written with "//" in front of them. //Add headless client headlessClients[]={"127.0.0.1"}; localClient[]={"127.0.0.1"}; // GLOBAL SETTINGS hostname = "SaltyMedic Server"; // The name of the server that shall be displayed in the public server list password = "XXXXX"; // Password for joining, eg connecting to the server passwordAdmin = "XXXXX"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "XXXXX"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Two empty lines above for increasing interval", "Welcome to our server", "", "", "We are looking for fun - Join us Now !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available Arma server startup #!/bin/bash # Wrapper file to start the A3 server # Server installation path #serverConfigDir=â€<a3_install>/public/serverconfig†serverConfigDir=â€serverconfig†# Network settings used in -cfg param networkConfig=â€$serverConfigDir/basic.cfg†# Server configuration settings used in -config param serverConfig=â€$serverConfigDir/server.cfg†# Server profile and difficulty settings used in -name param profileName=â€public†# Server-side mods mods="mods/@cba_a3;mods/@lockheed_c130" # Start server ./arma3server -cfg=â€$networkConfig†-config=serverconfig/server.cfg -name=â€$profileName†-mod=$mods -world=empty -port=2302 -noSound Arma HC startup #!/bin/bash # define directories HOME=/home/steam/ A3DIR=$HOME/arma3/install # setup mods MODS=â€â€; #MODS+=â€@cup;†#MODS+=â€@allinarmaterrainpack;†#MODS+=â€@asdg_jr;†#MODS+="mods/@cba_a3;" #MODS+="mods/@lockheed_c130;" # execute cd $A3DIR ./arma3server −client −connect=127.0.0.1 −port=2302 −pass=XXXX -noSound −mod=$MODS What the terminal shows where I run the arma server starup: . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:03 BattlEye Server: Initialized (v1.207) 8:19:03 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 8:19:03 Game Port: 2302, Steam Query Port: 2303 8:19:03 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.54 : port 2302 8:19:04 Connected to Steam servers What the terminal shows when I start a HC . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:20 BattlEye Server: Initialized (v1.207) 8:19:20 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. CreateBoundSocket: ::bind couldn't find an open port between 2303 and 2303 Arma 3 Console version 1.54 : port 2314 I've tried running it with no mods and there is no difference. I'm at a loss as to more trouble shooting. Thanks for any help Jason
  19. Hi guys, I recently built my own arma 3 dedicated server on a remote server. I successfully install the Arma 3 server client without any problems. The purpose of building this server because both of my friends and I are not able to establish a server by our won due to the router. However we really would like to play missions which is based on RHS ARAF&USAF and AllInArma Terrain pack. So we downloads series of Chernarus missions and use TADST serer tools to help us configure the server correctly. After all things were set (At least I think so), I launched the server and the mission was running is "Battlezone Chernarus", then we try to join the server and test if it is working or not, while we are loading the mission, it said that: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. rhs_c_a2port_car" I know what does this sentence mean because I have been playing Arma 3 for a really long while but what is really wired is that I searched both the arma 3 server client folder in my remote server and my local arma 3 game folder for the file called "rhs_c_a2port_car", eventually it shows they are both there, which means I do have the missing file both in my server client and my game client. I am continuously getting these kind of problems once I load missions that based on Chernarus, it is really annoying and hopefully you guys could help me. Thanks in Advance. William
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