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Found 411 results

  1. Hello, My name is Peter Stuart. I Surely do enjoy the flying aspect in ArmA III. Ive been flying in ArmA, since ArmA II Operation Arrowhead. I have recently thought of hosting a server where it is as a Simulation RolePlay server, of planes. Starting off with a small ultralight aircraft, and working your way up the ladder and becoming a International pilot. The more in game time you fly, the more money you earn, with that money you will be able to purchase planes, with a limitless variety. ranging from a Cessna 185 to a Beautiful 747-400. I unfortunately lack the skills to work on such a server, but i am willing to bring along some server developers for a wild ride! I also am clueless as to what terrain/map would be necessary to hold such a server, as a terrain/map will require 2-3 major airports, and 2-3 minor landing strips, for smaller aircraft. if you have any questions and or comments, please be sure to leave some down below, as i would love to hear some feedback on this wacky idea! (THIS SERVER WILL BE A RESEMBLANCE TO MICROSOFT FLIGHT SIMULATOR X (MFSX) On Steam!) thank you, Peter Stuart
  2. Re-Activated December 28 2018 to counter the growing threat of CSAT and insurgents forces. All new recruits are to report to their nearest recruiting office for assignment. Recruiting Station https://discord.gg/NHzqFws Who Are We? -We are a Arma 3 tactical realism community for those who seek tactical team play, and others who want to relive that awesome military life with out the garrison customs and courtesy drama like cult thingy. Our community fosters new players and understands most have been playing fortnite, battlefield and Call of Duty their entire lives. We are here to help you transition from run n gun Rambo lone wolf solid snake American sniper tactics into awesome well oiled CSAT killing tactical machines. We also understand that sometimes a lot of what we teach doesn’t make sense to those accustomed to player revives with a dirty reused needle. So here we offer open membership to all our causal players to come and join us on our Dedicated Server and teamspeak channel to help us take some of these towns on the chaotic KP liberation mission. If you find out that you kinda like the team and some of the Official unit members then ask to officially join the unit. What do I have to do to join the Unit? -Good question! Most of that information can be found in that discord channel I posted in the beginning. But to give you a barnie style breakdown, you first need to attend the units basic training which is broken down into 3 30-60 minute sections Red, white and blue phase. The basic training will go over unit standards, tactics and all roles available for you to fill. After that there is specialized courses for various roles. You can specialize in one or be a jack of all trades, it’s up to you! When do you guys play? - the peak hours among the unit is around 1800 Gmt and we normally hold training on Tuesdays and Fridays, with unit operations on Saturdays. Any other days of the week are normally casual days so jump on and have fun. Can I be pilot? -Sure.....in casual gameplay, going to go ahead and assume you just downloaded the game. So if you want to be a unit pilot I’d prefer you practice, and learn to hurry up and wait. Because having planes blaze down an entire village before the troops get there is kinda a immersion killer. Can I fly Transport? -only if you can land Why do you only have slots for certain roles? -let’s put it this way, if your playing on a football team your likely not running the football if your a lineman and probably not catching the football if your the quarterback. Every position has a role and specific task and if one person is not sticking to their role the whole team fails. So in the 32nd ID we build our squads in a way where just about all tasks can be completed with the least amount of players. A Squad typically consists of about 9-12 players —ALPHA TEAM— Team leader Rifleman. (AT) Grenadier Automatic Rifleman --BRAVO TEAM— Team Leader Rifleman (SDM) Grenadier Automatic Rifleman —Command Elment— Squad leader Medic RTO/FO/JTAC Machine Gunner Other roles are planned for the future as the unit expands but for now we ask that players become familiar with the available roles. And fill them when needed. How to I get into the server or teamSpeak? - super easy, first join the discord and look in the appropriate channels or direct connect here: https://units.arma3.com/unit/32ndinfantry Hopefully you fill all warm and fuzzy inside about what we offer here, and muster up the courage to join. If you have any questions please feel free to ask either here, the discord or in game and will try are best to answers all reasonable questions. See you soon........
  3. Please let me know if I should share any more information to help with solving the problem. I am still a rookie server administrator. On the designated game server that I manage via LinuxGSM (https://linuxgsm.com/) in an SSDNodes (https://www.ssdnodes.com/) installation of Ubuntu Server 18.04, I have been facing a strange issue. With up to about 25 mods loaded in the "-mods" option -- that is, as both server-side and client-side -- everything works perfectly. If I add 1-2 more mods, I reach a grey area in which clients are sometimes able to connect and sometimes not. With any number of "-mods" beyond that (say, 27 or more), no matter what the mods are, clients cannot connect at all. Because I have carefully shortened the file names within the "mod" and "meta" configuration files of the mods that have longer names, everything shows up correctly in the standard Arma 3 Launcher. Yet when joining from the launcher, I am greeted with a blank loading screen. When joining via direct connect using the in-game server browser, I am greeted by a blank Tanoa map loading screen. The console does not show any error messages. Does anyone know how I could fix this issue? Thank you. SERVER HW SPECIFICATIONS Intel(R) Xeon(R) CPU E5-2697 v3 @ 2.60GHz, 4 cores 16 GB RAM 80 GB SSD
  4. I'm trying to set up an Antistasi server for my friends (around 3 or so) and it says to port forward 2302 and 2303. So I go and type my IP in Firefox (my ISP is Virgin Media) and I go to the options screen. No option to port forward from what I can see. I do some research and I realize that I have an IPv6 DS-Lite connection. I have no clue what that is but all I know about it means that I can't make a server for me and my friends. I'd like if someone could give me a basic rundown of what this means and can I fix it?
  5. papadxcs

    Help server setup

    hi , i'm new to ARMA server side stuff need little help, i installed server from steam , and added Exile mod but then when logging in locally i have Steam authentication error , i was doing exactly same as in this video(video in spoiler) but i installed not from steam cmd it was directly from steam >> Library >> Tools if somebody can help i'll appreciate it .
  6. Hello guys, I am VERY new to servers but have some experience building PCs. Just wondering if I could just get an old tray server from eBay and stick an OS on it to run a dedicated server from. The server would be for co-op missions (PvE with AI) for up to around 32 players. I've been looking at an old Dell PowerEdge R710 server with 2 x Intel Xeon X5680s, 2 x 300GB SAS HDDs, 12 x 4GB DDR3 1600MHz memory cards. Would the old machine be enough or am I missing something? Any advice is greatly appreciated, thanks!
  7. We are currently running Operation Trebuchet Altis Liberation with ACE and are looking for new people to join us. Our Unit is semi serious, and is open to anyone who knows the basics of the game and is over 16. We are more than happy to teach more advanced stuff. We are certainly not as serious as some units, but we enjoy a degree of authenticity/realism and love joking around. I.E no required "Yes/No Sir's" Our goal is to capture the entire island for the UNSC from insurgent forces who have taken over. No Griefers tolerated at all. Once this Liberation is complete we will likely move onto another map and start over or possibly do some self contained missions. If enough people are interested and enjoy it, we can hopefully expand into doing larger operations/events for the growing Unit The more people who are interested, the more we can do. If you are interested or want more info, please reply or message me.
  8. Server will not Boot, Host Has No Resolution To Ongoing Issue. RPT file States: 9:15:31 Waiting for a different process to release the cache lock... 9:15:32 Waiting for a different process to release the cache lock... 9:15:33 Waiting for a different process to release the cache lock... 9:15:34 Waiting for a different process to release the cache lock... 9:15:35 Waiting for a different process to release the cache lock... 9:15:36 Waiting for a different process to release the cache lock... 9:15:37 Waiting for a different process to release the cache lock... Attempted, to Reinstall With No Results. Our Server Has No Addons, And Only Running New Warlord Mode When Issued Occurred.
  9. Hi, I put together a script that allows players to choose where the mission AO is going to be. Mark.sqf Works great on local hosted multiplayer, but when it is run on a dedicated server it doesn't connect with EOS and no enemies spawn. I have been through this "not working on a dedicated server" a lot lately and i think "call EOS_Spawn" has something to do with it. remoteExecCall is what I am thinking but I don't know how to do. I am totally green on dedicated server script syntax and functionality. I need help. If anyone who has the knowledge and has the time to help I would really appreciate an explanation and a rewrite on the script to get it functional on a dedicated server.
  10. Hi, I am having a dedicated server issue where I , my character P_1, loses its support calls if I drop to the lobby or log out. The support requester module doesn't have an expression field, so I am lost. I have researched this issue and found a script that one would add to the init.sqf that transfers the support calls when a player teamswitches: Am I on the right track with thinking this is a teamswitch/ transfer supports issue? Please help me.
  11. INTRO FAST2 is an extensive rewrite of FAST, which was a project I started to help automate and speed up the deployment of Arma 3 servers on Windows. The UI needed updating and the code was messy and inefficient. This new and hopefully improved version has more features and better stability than FAST. Thanks go out to all the guys who helped test this version before release with special mentions to Kju and JamieKG for their continuous bug reports and testing. Also, to BI for giving us an awesome game to play with and break. IMAGES DOWNLOAD LATEST VERSION LATEST VERSION SETUP & INSTALLATION Follow the instructions on the Wiki. FEATURES General Features Theming System & Material Design Auto Updates Improved UI from FAST Improved stability from FAST Easy to read and share config files SteamCMD Automation Install and update Arma 3 Server (Stable & Dev) Install, update and manage Arma 3 Workshop mods Supports Steam Guard and Mobile Auth Import mod presets from Arma 3 Launcher Check for mod updates on app launch Multiple Server Profiles Save and load multiple server presets Ability to clone server profiles Supports all server config options Supports all server command line options Custom mission params Custom difficulty Headless Client support & auto launch Correctly displays mods in Server Browser Local Mod Support Reads local mods from server folder Include additional folders to search PLANNED FEATURES Automatic Server Crash Handling (Auto-restart, reporting, etc.) Detection of existing Steam Workshop Mods Export server profiles to .bat files Set CPU Affinity and Priority Schedule Auto Restart of servers Schedule Auto Update of mods and server PREREQUISITES Steam account with valid copy of Arma 3. Basic understanding of Arma 3 dedicated servers. ISSUES & FEEDBACK As always best place to report issues is on the GitHub Repo, as for general discussion I’ll always keep an eye on this thread or come and join us in Discord. DOCUMENTATION Can be found on the Wiki on the GitHub Repo. This will be updated continuously as new features are added and others changed.
  12. I have recently created a local server (just hosting from the server browser), this server has some scripts that i don't want to expose to the player (due to them stealing it). I found out you can use the profileNamespace to save data to the profile of the player and as such i am able to store strings, arrays and stuff like that. My problem arises after i try to save scripts into the namespace -> saving them using the saveProfileNamespace (script is callable and is fine so far) -> shutting down the server after finishing playing. Now, when i start the server i am able to load the variables from the namespace and use them, but i can't call\spawn code that i stored inside the profile namespace as it raises this error: Global namespace not passed during: hint "test" Error Local variable in global space in order for you to replicate do the following: 1. start the debug console in an editor mission 2. enter these 2 lines: profileNamespace setVariable ["testFunction",{hint "test";}]; saveProfileNamespace; 3. restart the game 4. start the debug console again 5. enter this line: [] spawn (profileNamespace getVariable "testFunction"); 6. wonder desperately why the function isn't being executed
  13. Ok, I've struggled with this for awhile now and am pretty sure my issue is something small that I'm just not seeing. I just want some fresh eyes to look over my work and tell me what they see. The issue is that my custom difficulty settings don't seem to take. The server comes up fine, people can join, and mods are working great. But I can't get my FCserver.Arma3Profile to be read by the game (I think). When ever I start a mission on custom difficulty I get a default template instead of my settings. This is a Linux server (Ubuntu 18.10) Startup Script: ./arma3server -config=FC.cfg -name=FCserver "-mod=mods/@ace;mods/@ace_compat1;mods/@ace_compat2;mods/@ace_c... File path to Arma Server: gameserver/server/arma File path to Arma 3 - Other Profiles / Arma 3 folders: gameserver/.local/share/Arma 3 - Other Profiles gameserver/.local/share/Arma 3 Inside Arma 3 - Other Profiles is the FCserver folder it contains 2 files and 1 folder: FCserver.Arma3Profile <--- (To my understanding this is the difficulty file) FCserver.vars.Arma3Profile <---(Don't know what this does) Saved <--- (Folder with some steam stuff in it) The FCserver.Arma3Profile was generated by the server automatically, then edited by me (I stole it from the community wiki). FCserver.Arma3Profile: FC.cfg: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Thank you for reading this, overall I've spent the better part of 3 weeks banging my head on this. I am so sure that it's gonna be something incredibly small. I will answer any questions you have for me.
  14. Hello everybody, I googled for a long time but found nothing.. I've created a multiplayer mission and need a savegame for a daily server restart. Player data and vehicles do not need to be saved. I have to save team points and captured cities (sector modul, already triggered..). Is anyone aware of a possibility? I once played the mission overthrow. There was a way to save "Persistent Save" and "Load Persistent Save" something would be nice. best regards
  15. Hello, I'm trying to use inidbi2 to save the progress of my server, because the mission I'm doing is very long (domination by xeno), and I have no way to leave the server on all the time, but I'm very inexperienced creating servers, so I do not understand how to put this tool on my server, could someone help me? inidbi2:
  16. Hello all, I have been having this problem on and off throughout my time playing vanilla and modded ARMA in the two game-modes that I predominantly play (I&A and Zeus). However, after ARMA shifted to the x64 platform I stopped having random CTDs when playing vanilla but the problem for modded gameplay still exists - noticeably, the problem ONLY ever arises when I am in an air vehicle. I could be on the server for 3 hrs as infantry, in a ground vehicle and I will experience no issues whatsoever in my modded server (or any public server for that matter), but If I spend anywhere between 10 - 30 minutes in a Ghosthawk/Kajman/A64D/Mi8/Blackfish/Y32 (basically any vanilla or modded helicopter or VTOL) I will CTD. The error I get on the server is the generic Steam Authenticaton Failure. This problem is a sort of carry-over from my previous thread 3 months ago with the only difference been that it a different gamemode (Antistasi 1.8.0) been played on a dedicated server at home (the server is hosted on a different PC) and I am the only client affected. None of my friends have experienced this issue on the server as they primarily don't fly any air vehicles but as I occasionally do provide transport/CAS, I am always subjected to this issue. -------------------SYSTEM SPECS---------------------------------- Win10 i7-8700K CPU 16GB RAM (x2 8Gb @ 2133) 1080Ti Graphics card ---------------Arma 3 Steam Startup Parameters---------------- -malloc=system -----------------------MODS----------------------------------------- CBA_A3 RHSUSAF RHSAFREF RHSGREF ShackTac User Interface Taskforce Arrowhead Radio (beta) Blastcore - Phoenix Unofficial Phoenix Upload JSRS Soundmod JSRS Soundmod - AFREF Soundpack JSRS Soundmod - GREF Soundpack JSRS Soundmod - USAF Soundpack JSRS Soundmod - Reloading Sounds ------------------------Attached RPT(s)--------------------- https://justpaste.it/50t4x https://justpaste.it/3zngh https://justpaste.it/6vrs1 https://justpaste.it/4pdtg ------------------------------------------------------------------------ It has to be said that while the issue mentioned in the previous thread was resolved by removing the JSRS mod, I wanted to check if the RPT files show any errors related to that mod that could be triggering the CTD this time around -or- if there is any clue as to what might be causing this issue altogether. It is also worth nothing that when we first started playing, the server mods only consisted from CBA_A3 to Taskforce Radio (the last 2 mods were added 2 weeks ago) and I did not experience any CTDs when playing with those original mods; that said during that initial period I was not in the cockpit long enough to trigger the CTD as it usually takes AT LEAST ~ 10-15 minutes before I get struck by one. Anyhelp or insight would greatly be appreciated. Thanks again.
  17. Hello ARMA 3 people! Yesterday i rented a server at 4Netplayers i we thought it would be easy to get it up and running. We Are looking for an empty server where we can fly jets on Chernarus map and dogfight eachother within our clan. So we rented a server.... And it wasnt as easy as i wanted. So now im kindly asking if anybody can help me out? Just basic config so we can fly jets on Chernarus map thats all we need. Anyone? :)
  18. Hello everyone, my name is Prohorov Ilja and i do have a problem with an Arma 3 server hosted by Overhosting.ru I'm not getting kicked from a server, but i'm getting stuck on a loading screen forever. Two main errors in the end of an error.log are: Error: Weapon[CUP_srifle_DMR_LeupoldMk4]: max attachments slots count reached(maximum = 5)! Attachment slot[MuzzleSlot] for weapon's proxy[\A3\data_f\proxies\weapon_slots\MUZZLE] BEServer::finishDestroyPlayer(1008212756): users.get failed There are two logs from my server. http://txt.do/d2vju http://txt.do/d2vjp All the mods installed and shown in the launcher perfectly, but in-game i can see that cup terrains core and cup terrains maps are red instead of being green, like the rest of a mods. I have 17 mods for now. "mod=@cba_a3;@cup_terrains_core;@cup_terrains_maps;@cup_units;@cup_vehicles;@cup_weapons;@rhsafrf;@rhsgref;@rhssaf;@rhsusaf;@niarms_all_in_one;@project_infinite_all_in_one;@6x6_all_terrain_vehicle;@cougar_4x4_mrap;@mcc_sandbox_4_mission_making_the_easy_way;@full_nvg;@rested_weapon_movement;" These screenshots shows what i see,when i'm joining my server and the red cup mods in-game server browser. https://steamcommunity.com/sharedfiles/filedetails/?id=1502741242 https://steamcommunity.com/sharedfiles/filedetails/?id=1502741210 Rcon info: Ip - 212.92.101.167 Port - 27005 Server port is 27000
  19. Hello everyone, and thank you for taking the time. I have now spent a good while in attempts to troubleshoot a particular issue with my dedicated server. As the title of this topic says, I have an inventory issue, and far as I know .. I have no modules or code lines that should prevent taking inventory from units on my server. In the Eden Editor, everything works fine, I can pick up any piece of equipment that I choose to, but when I upload the mission on my server .. some items I can pick up and some items refuse to be picked up. I have tried dragging them to the ground as well, but despite many different attempts I have not managed to solve this issue. I did not manage to find any other topics on this matter, only people who seek to restrict players from looting, but in my case it is the opposite .. players are unable to pick up items that they should be able to. The server should have all the latest versions on my mods, the server files are updated and validated. Does anyone know how to proceed with a matter as this? Thanks in advance.
  20. Hey, I'm wondering if i can start a dedicated server on a cloud server (like bluehost, a2 hosting...), I want to use also for teamspeak and maybe a website, do you guys know if it's do-able, too complicated, not worth the price.... If anybody knows a tutorial for doing such a thing too i'd be very grateful if you share it with me. Thank you so much :)
  21. Hi all, a CUP error seems to be killing my mod init line, has anyone seen this error/know what I can do to fix it? This is my first dedi server. Thanks for the help!
  22. Lets put King Of The Hill 1944 Back on the Map! I have noticed that Europe doesn't have a King Of The Hill 1944 Server and as of NOW Tango Down is the only community hosting a 1944 in the EU!, for ANYONE who wishes to play KOTH 1944 Please feel free to join the server I welcome anyone on my servers, it is running the latest v10 server version so all your stats will be saved to the global database no need to back up your documents anymore! The Discord server is also linked here: https://discord.gg/Nk2Q8ed All you need are the following mods linked here: These are the mods which you'll need to subscribe to so that you can play King of the Hill 1944. https://steamcommunity.com/sharedfiles/filedetails/?id=660460283 https://steamcommunity.com/workshop/filedetails/?id=583496184 Here's the direct connect Information below: Server IP: 185.251.226.52 Port: 2300 There are some 2x XP codes that can also be used on this server as well! I hope to see you on my server all the best to who ever reads this Ryan
  23. I've setup a dedi server on a home PC (using TADST) to run antistasi 1.8.0 with a headless client. When running as admin, I can see the headless client (HC1) connected to the headdless client slot in the 'virtual' lobby (https://i.imgur.com/9Amq1Pr.jpg) and HC1 is also listed in the players list -however- despite this I am somewhat uncertain if the HC is configured properly as in game when checking the HC AI load info I get this result (https://imgur.com/Tam1upz). Now I have no idea if this is completely normal or if this is a sign the HC is not configured properly but I suspect that the HC AI should = the total number of AI (in this example it should read HC 5 AI?) If anyone playing Antistasi can confirm/refute this that would be amazing. Some additional info/questions about the headless client: When running the .bat file for the headless client the console window pops out the following messages :- At no point does the profile "HC1" complete loading, instead this message stays throughout the mission and I am concerned that this is yet another sign the HC is not setup/configured properly. Can anyone confirm if this is an error or not, is there a next step in the process? //Additional info: My server config.cfg has the following: headlessClients[] = {127.0.0.1} localClients[] = {127.0.0.1) battleyeLicense = 1; .bat file contains: start /min "" "D:\A3Test server\arma3server_x64.exe" -client -connect=127.0.0.1 -port=2302 -mod=@CBA_A3;@RHSAFRF;@RHSUSAF That's about it, anyone willing to confirm if this is all good or not is much appreciated. Thank yall for your time!
  24. I put together my collection of files that I use to quickly make a dedicated windows server. GitHub Link -> Serverfiles Server Files Files required for a dedicated Arma III server on Windows. DirectX Visual C++ Redistributable 2015 x86 and x64 You also need steamcmd from here -> SteamCMD File Topology 3 Directories are required. You can use any local, virtual or network attached drive. E:\A3Files E:\steamcmd E:\A3S1
  25. Hello fellow editors, Im working now for hours on a simple script that must activate a trigger. It works fine on my localhost, but not on my server. I can't get it to work. Could you please take a look at it and help me out. There are probatly hunderds of topics about this subject, but I seached for hours and can't figger it out. (Noob :P) ------------------------------------------------------------------------------------------ Talk script: // Quick animation. titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; Civbar1=true; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen playmove "AidlPercSnonWnonDnon_talk1"; ------------------------------------------------------------------------------------------ initServer: // ============= Variables Civbar1 = false publicVariable "Civbar1"; Civbar2 = false publicVariable "Civbar2"; Civbar3 = false publicVariable "Civbar3"; ------------------------------------------------------------------------------------------ Trigger: variable name: Civbar1 Condition: Civbar1 on Act: rocivbar1 enableAI "move"; rocivbar2 enableAI "move"; rocivbar3 enableAI "move"; trigger has a waypoint activation set ------------------------------------------------------------------------------------------ Civilian: variable name: rocivbar1 init: talk1 = this addaction ["Tell civilians to move behind barrier","Scripts\interaction\Civi\CivBar1.sqf"];
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