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Found 403 results

  1. 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 :)
  2. 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.
  3. QWENCH Version 0.1 Git: https://github.com/code34/qwench.altis Hello, I tried yesterday to look at how Altis Life worked and start cleaning the repository. There was so much to clean up, useless code or insane trick, db management issues, and so on I have not seen yet, that finally this morning, I throw the sponge because I think it would be much easier to create a new generic server with generic tools that I have already made available to the community under the GPL license. My goal is to provide the server-side minimum required to allow anyone who wants to create RP servers (role play) to start in minutes and develop / modder directly what interests them. Do not think that it will do the work for you. The goal is to provide more efficient orders for coding good RP Basically the common base will translate like that, finally was the first idea that I have: - a ready-to-use module that manages the database. Dev just has to install extdb3, insert his credentials into a config file, and he can immediately use the server-side database through SQL queries - a message bus module that will manage all the exchanges between the clients and the server and minimize all the code to produce to do that. Client will be able to call functions on the server as if they were local (oo_bme) - no bullshit, just the minimun to do the job If you have ideas, or even share my vision, do not hesitate to show up, we may be doing great things together. I do not do it for money, for women, or for glory. If this project does not interest anyone, I would stop to focus on other developments, there is so much to do. Thanks to the google translator for his help, I must say that the language is a real obstacle to the sharing of ideas and that it is complicated to give as much as one would like.
  4. 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.
  5. 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.
  6. 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
  7. Closed for business on the 22nd of October 2023 Armaverse Nordic is hosting a 24/7 WW2 Warlords server with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. About CDLCs and modifications Required DLC: Spearhead 1944 Get it from >> Steam Recommended modifications: @CBA_A3 - Community Base Addons Arma 3 (required with DUI - Squad Radar and LAMBS_Danger.fsm) Get it from >> Steam Workshop @DUI - Squad Radar - DUI - Squad Radar Get it from >> Steam Workshop @Immersion Cigs Get it from >> Steam Workshop @LAMBS_Danger.fsm - AI enhancement mod for Arma 3 Get it from >> Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. Join the Armaverse Nordic Discord server (the link will redirect to https://discord.gg/X9AMAaA) On behalf of Armaverse Nordic Asmodeus
  8. 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
  9. 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!
  10. 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
  11. 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.
  12. 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
  13. My community is struggling to get all of our mods (approximately 10-15 total) to load correctly for the signature verification feature. When tested individually each mod is properly signed and working. When attempting to load all or random assortments of these mods however, one or more mods are no longer verifiable. We've tried numerous combinations of these mods but have been unsuccessful in pinpointing the cause of this issue. So my question is this: Are there any known limitations of verify signatures—such as filesize, file number, and so forth? If not a limitation, what sort of conflicts might be at play? Can anyone shed light on this strange problem or suggest further troubleshooting steps? Thanks in advance!
  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. 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
  16. 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.
  17. I have a dedicated server running windows server 2012 r2 with hyperV installed on it. Router: Netgear Nighthawk (server is setup as DNS on router but i forwarded the ports to it anyways just to make sure) My issue is that my server shows up on LAN tab (when start arma 3 client on server) but not publicly and I can not connect to the server putting the IP and port to the server.The arma 3 server is not on a VM but someone was saying hyper-v might cause an issue but I have other stuff running on hyper-v so i can not disable hyper-v for testing so if anyone knows if this is a known issue is there a work around for it? I am using TADST to host the arma 3 server. What I have done so far: Port Forwarded: 2300-2310 on my router/modem (is there anymore ports that i need to forward could not find any in tutorials that i have watched and read) I know I am doing it correctly because I forwarded ports to a minecraft server and it works fine. Windows firewall: I allowed the ports above on my firewall inbound and outbound. I also have made rules allowing all of the arma 3 exes inbound and outbound.I also have disabled my firewall multiple times to try trouble shooting. Port checker is where it gets interesting and frustrating for me. I can check all the other ports that I have forwarded for example, minecraft, and the port checker show that they are open. When i try the arma 3 ports (2302-2305) they all say they are closed. This confuses the heck out of me. Does anyone have any ideas? Also UPNP does not seem to be working, its enabled on the fire wall, i went into windows services and set UPNP and plug and play both to auto and started them. When I start the server with UPNP enabled it says it failed.
  18. 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
  19. 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
  20. Hi, thanks for deciding to read me issue, so let's get started. I used to use my dedicated server to host the game and then play on it with my friends (dedicated server was hosting on the same pc as I'm playing on) and there was no issue with that. After a long time of playing, we took a break from Arma 3 around the begging of August.Now we came back and I see that there was an update more or less related to the Arma 3 Dedicated Servers, which broke my dedicated server - I'm using TADST and Arma 3 Dedicated Server from Steam Tools to host the server. Problem is that when I launch the server (server says that server launched properly) I can't see it on LAN, neither on the Internet - Direct Connection also doesn't work. All my ports are forwarded as they were before, the server is the same as before because I didn't change any options and yet before it worked and now it doesn't. Please, if you know any advices or ways to fix it and to be able to play again with dedicated server please share them with us https://pastebin.com/jpi0tkQx - Log from RPT file https://imgur.com/uFCix7y - Picture of server window @EDIT: SOLVED: There was a problem with server version, steam didn't update it by itself.
  21. Dear Exile Community, Today i've got something special for one of you! My team and I have a spare dedicated server left from our previous project and we're looking into giving it to someone who is able to build and lead an awesome and hopefully huge exile project and community! So, do you have some ideas for an awesome exile project, or already have a project running and want to expand to a bigger server, then keep on reading! The server you'll be getting i7 3930K 6x3,20GHz 24GB RAM 1000MBits Connection Hosted by Hetzner in Germany You're probably asking yourself now:"What does it cost? What do you want?" Well, we actually want nothing, but we do have some requirements. Requirements re/Naming the project so that it gets an recall value and players will be like:"Ohh, yeah lets play on Exiliron (just an example)!" Website, forum (we will provide this), and a teamspeak server! This will help growing a bigger community. Every Map you want except for Altis and Stratis! Mainly PVE but with a PVP Area with better loot! No Pay2Win, everything that is in the Donator Shop needs to be available by normal playing too! !!! One thing that is really important to us !!! Commitment! If you know that you won't have much time working on the server because of your work/school and your real life than you should probably take care of those things first instead of thinking about creating and leading an exile project. That means, only apply to this sponsorship when you're confident to invest some time, that you really have, into this project. Also, if you don't have a lot of knowledge in arma3, exile and administrating and programming for such a server we probably won't choose you! We want to give this server to those who are really able to get the most out of it. Other things needs to be discussed out in a teamspeak conversation. How can you apply to this sponsorship? PM me here in the arma3 forums with some information about you (age, occupation,where you live, knowledge regarding arma 3 (sqf, etc)). Email me: loohney@gmail.com Thats it! Hope that someone will take the chance. Regards, Loohney
  22. Hi, bought the game yesterday, played for about 2 hours in the singleplayer and then moved to multiplayer. On every server, I try to play I get disconnected after 5 minutes with the message "No message received for x seconds". It's like something in my pc blocks the multiplayer for this game because my internet is fine. Please help me find a solution.
  23. Server Transfer System v1.0.3 The Server Transfer System (STS for short) is an addon that allows for the transferring of players from one server to another. STS is based off the code KillZone_Kid shared with his final post here. Expanding on KillZone_Kid's work, STS hides the transfer behind an overlay, making a nearly-flawless transition from one server to another. The transfer overlay will eventually allow customization, but currently is simply a black screen with "Please Wait" up top. This addon does not handle the saving, storing, nor transferring of character data. That will need to be handled by the end user. To transfer a client, the server must remoteExec STS_fnc_Transfer. Here is an example: //TIMEOUT = Transfer timeout (time till it gives up on joining the server in seconds) //AUTOJOIN = Automatically load into servers (mission must have joinUnassigned = false; in description.ext) ["IP","PORT",TIMEOUT,"PASSWORD",AUTOJOIN] remoteExec ["STS_fnc_Transfer",-2]; LICENSING + BI Monetization Rights DOWNLOAD AVAILABLE ON STEAM WORKSHOP CHANGE LOG v1.0.3 Now packed and signed with pboProject. Added: Overlay between transfers Bug: You can NOT transfer to the same server you are connected to. Bug: Transfering to a server without -autoinit will lock the game up. v1.0.2 Tweaked: Transfer script broken down into stages Added: Transfer completed script Added: Transfer failed script Fixed: Bug causing players to autoload into all future servers after Transfer is used. Bug: You can NOT transfer to the same server you are connected to. v1.0.1 Added: Autojoin Parameter ( Automatically loads the player into the server ) ( Server Must Have joinUnassigned = false; in description.ext ) Added: CfgSTS Config for managing code that needs to run on display startup ( This is safe to use with other mods ) v1.0.0 - Original Publish
  24. Not sure if this is quite the right place for it. I'm running a liberation server running CBA, ACE3, TFAR, RHS AFRF, RHS USAF and RHS GREF. We also run a few server-side mods like Advanced Urban Rapelling, Advanced Towing, Enhanced Movement. We allow clients to use TRYK uniforms (Well right now it's passworded and checking is off but, that's all that we intend for them to run hence a few errors referencing it). The server starts and functions fine for a while but tends to crash at random while people are playing. At first we thought it was related to ACE cookoff and disabled that but it turned out to make no difference. I'm trying to post latest RPT but I keep getting an error on the forum so I'll try it on a reply or elsewhere in a moment. I have others after the same thing to compare if needed. Any help would be greatly appreciated as folks are getting mighty frustrated at losing all their assets because it crashed midway through an assault, or while returning to base, or just not having saved for a few minutes! Ok, some of the RPT. It was too large for most things to handle. I also notice this one may be due to our auto restart not seeming to work. Didn't notice that at first, but sometimes this happens after only an hour or two or server uptime. https://pastebin.com/AVqFZEGz
  25. Hello all. I had made a script for saving player information on the server's profile. if (isServer) then { addMissionEventHandler["HandleDisconnect",{ //params ["_unit", "_id", "_uid", "_name"]; _unit = _this select 0; _uid = _this select 2; diag_log format["%1 %2 %3",_name, _unit, _uid]; profileNamespace setVariable[_uid,[(getPosATL _unit),(getDammage _unit),(getFatigue _unit),(getStamina _unit),(_unit getUnitTrait "Medic"),(_unit getUnitTrait "Engineer"),(getAllOwnedMines _unit)]]; saveProfileNamespace; diag_log (profileNamespace getVariable _uid); }]; ["CH","onPlayerConnected",{ //params ["_id", "_uid", "_name", "_jip", "_owner"]; _uid = _this select 1; diag_log format["%1 has connected",_uid]; { if( (getPlayerUID _x) == _uid ) exitWith { diag_log 'OK'; private _variable = (profileNamespace getVariable _uid); _x setPos (_variable select 0); _x setDamage (_variable select 1); _x setFatigue (_variable select 2); _x setStamina (_variable select 3); if(_variable select 4) then {_x setUnitTrait["Medic",true];}; if(_variable select 5) then {_x setUnitTrait["Engineer",true];}; }; } forEach allPlayers; }] call BIS_fnc_addStackedEventHandler; }; currently the only thing that works is the save whilst the server has not restarted. once the server restarts, then it's irretrievable. Even though the variable is still stored in the server profile vars. here is the rpt: Dropbox - Rpt File Any help on this?
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