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Found 403 results

  1. HI I'm desperate... I've been facing this problem for more than a week now, tried countless fixes but came up with nothing. I think I read every single article on dedicated server lag out there without finding someone having the exact same problem without any match so i'm trying my luck here. The situation : I'm hosting an Arma 3 dedicated server on my computer to play antistasi plus with some friends, i boot the server for 4 to 7 hours sessions in mind. Game and server running allongside (and discord in the background) with no problem whatsoever (at least for a time), the total memory usage will be around 18G on 32G. But after 1 to 2 hours the server is gonna start lagging out from nowhere, freezes, desync, becomes gradually unplayable. During that time the memory usage of my computer will be caped at 16G (50%), event if i'm opening other applications the memory won't exceed 16G until the server crashes. Problem resets at server restart. If you're familiar with arma troubleshooting you know that this is a common error on clients, a lot of people have/had it and i had it too at first (note that client and server encountered the problem at the exact same moment in the begining), but i fixed it by switching from the basic to the profiling version of the game and from 32 to 64x and it worked so thats that taken care of. What i've tried : -Tried the basic, Beta and profiling version of the server -> no changes -Tried 32 and 64 bits -> 32bits started lagging after 1h to 1.5hrs -Tried setting maxMem au MaxVRAM accordingly to the specs of my pc (specs at the end) -> nothing -Tried to change the malloc parameter from tbb4malloc_bi to jemalloc_bi and system -> nothing -Tried modded and vanilla (modlist at the end) -> same thing -Tried the server from the dedicated server app (steam id=233780) and the server from the arma 3 app (steam id=107410) -> same -Updated quite literraly all my drivers -> pc up to date but still the same problem Diagnosis : The problem seems to be coming from the memory allocation: for wathever reasons it seems to thinks that my system only has 16G and does everything it can to avoid going over. All other processes are fine during that, so well that they'll get confortable and take a so much ressources that i won't be able to get my system back to a 10G where the server could work without to many problems. This is just a guess based on what i could observe, i tried searching into the rpt files before realising that i can't understand shit (but no obvious error around the time the lag begins that could explain it from what i can tell, can be wrong tho) Specs : My computer : -Intel core i7-10700k 3.8Ghz -32GB of RAM -Server is located on a 1TB SSD -Nvidia Geforce RTX 2060 -Windows 10 Mods : server config : startup parameters : RPT FILE only from 5 min before the problem occured to the server shutdown (because of pastebin limit, i can provide other parts or entirety on demand) Thanks in advance for any help you can provide. I've got a pretty good knowledge in dedicated servers but i'm new to the arma environment, i'm not in anyway a pro in this and there's a lot i don't know. I've searched for a good amount of time but at this point i'm not excluding any solution so if you've got a solution that may sound stupid try anyway, won't shame you for helping me. sorry for any spelling mistakes, not my mother tongue. I can provide additional data on demand exebill :)
  2. Hi there. Not sure what I'm missing but the smoke sources (from Wiki) is not spawn on Dedicated Server. It should be called multiple times to create a fake artillery impact zone. As a hosted server, it works well. On the dedicated server, the shell craters and debris are fine, but the smoke is not shown. In the first file, I am: spawn { //<lot of code> [_kzPos, _kzRadius] spawn THY_fnc_ETH_cosmetic_UXO_impact_area; //<lot of code> }; And here is the function supposed to create the smoke sources through a radius: Down below, same block but editable if you want to copy lines: THY_fnc_ETH_cosmetic_UXO_impact_area = { // This function just creates a fake bomb impact area in a limited area pre-configured. Smoke templates: https://community.bistudio.com/wiki/Particles_Tutorial#Full_examples // Returns nothing. params ["_kzPos", "_kzRadius"]; private ["_smokePos", "_smokePosASL", "_smoke", "_grassRemover", "_terrainObjects"]; // Generate a random position inside a circle: _smokePos = _kzPos getPos [_kzRadius * sqrt random 1, random 360]; _smokePosASL = ATLToASL _smokePos; // if the smoke position is in the water, the current impact area creation is canceled: if ( (_smokePosASL select 2) < 0.2 ) exitWith {}; // 'select 2' = Z axis. // This remove the grass around: [_smokePos] spawn THY_fnc_ETH_cosmetic_grass_remover; // Crater decoration: //"Land_Decal_ScorchMark_01_small_F" createVehicle _smokePos; "Land_ShellCrater_01_F" createVehicle _smokePos; "Land_ShellCrater_02_debris_F" createVehicle _smokePos; // Remove all selected terrain objects from around the impact area: _terrainObjects = nearestTerrainObjects [_smokePosASL, ["FENCE", "TREE", "SMALL TREE", "BUSH", "WALL"], 2, false]; // [position ASL, [types], radius, sort, 2Dmode] { // forEach _terrainObjects: if ( isMultiplayer ) then { _x hideObjectGlobal true } else { _x hideObject true }; } forEach _terrainObjects; // Creating the smoke source: _smoke = "#particlesource" createVehicle _smokePos; _smoke setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _smoke]; _smoke setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _smoke setDropInterval 0.05; // Return: true; }; 🤕
  3. i have recently set up my server and headless client. but there is 3 of it in server browser. why is that? any way to fix it?
  4. I don't see any servers in the ingame server browser, quick find doesn't work, official servers don't work. When I join servers through the launcher it's just stuck on the loading screen and I can't do anything. I reinstalled Arma eight times, valdated files twenty times, reinstalled BattlEye, checked firewall and added every single exe from game folder in there and gave full permission, launched as admin, reset router, reset pc, reset all settings, reset launcher settings, reset profiles and even deleted everything from Local/Arma3 but it's still not doing anything.
  5. OBSOLETE: use https://community.bistudio.com/wiki/Arma_3:_Main_Menu#Spotlight Mod the Arma 3 main menu center spotlight button to join a specific server with 1 click. Based on KK's work. See it in action. GitHub Main components: config.cpp class CfgPatches { class amp_spotlight { units[] = {}; weapons[] = {}; requiredVersion = 0.6; requiredAddons[] = {}; version = 2.0; versionStr = 2.0; versionAr[] = {2, 0}; author = "Ampersand"; }; }; class RscStandardDisplay; class RscDisplayMain: RscStandardDisplay { class Spotlight { class AwesomeServer { text = "[ OFFICIAL ] Arma 3 Zeus by Bohemia Interactive (EU) #15"; // Text displayed on the square button, converted to upper-case textIsQuote = 0; // 1 to add quotation marks around the text picture = "\amp_spotlight\button.paa"; // Square picture, ideally 512x512 //video = "\a3\Ui_f\Video\spotlight_1_Apex.ogv"; // Video played on mouse hover //action = "0 = [_this, 'your.domain.here', '2302', 'yourpasshere'] execVM '\amp_spotlight\joinServer.sqf';"; action = "0 = [_this, '85.190.155.165', '2302', ''] execVM '\amp_spotlight\joinServer.sqf';"; actionText = "Join server: [ OFFICIAL ] Arma 3 Zeus by Bohemia Interactive (EU) #15"; // Text displayed in top left corner of on-hover white frame condition = "true"; // Condition for showing the spotlight }; }; }; joinServer.sqf #include "\A3\Ui_f\hpp\defineResincl.inc" params [ ["_buttons", []], ["_IP", "127.0.0.1"], ["_PORT", "2302"], ["_PASS", ""], ["_TIMEOUT", 30] ]; ctrlactivate ((ctrlparent (_buttons # 0)) displayctrl 105); /* 1 _IP 2 _PORT 3 _PASS 4 IDC_CANCEL 5 IDD_MISSION 6 IDD_DEBRIEFING 7 IDD_MP_SETUP 8 IDD_MULTIPLAYER 9 IDC_MULTI_TAB_DIRECT_CONNECT 10 IDD_IP_ADDRESS 11 IDC_IP_ADDRESS 12 IDC_IP_PORT 13 IDC_MULTI_SESSIONS 14 IDC_OK 15 IDC_MULTI_JOIN 16 IDD_PASSWORD 17 IDC_PASSWORD 18 diag_tickTime + _TIMEOUT */ onEachFrame format [ " onEachFrame { ctrlActivate (findDisplay %8 displayCtrl %9); onEachFrame { private _ctrlServerAddress = findDisplay %10 displayCtrl 2300; _ctrlServerAddress controlsGroupCtrl %11 ctrlSetText ""%1""; _ctrlServerAddress controlsGroupCtrl %12 ctrlSetText ""%2""; ctrlActivate (_ctrlServerAddress controlsGroupCtrl %14); onEachFrame { ((findDisplay %8 displayCtrl %13) lbData 0) call { if (diag_tickTime > %18) then { diag_log ""RCTS Timeout (no server)""; onEachFrame {}; }; if !(_this isEqualTo '') then { findDisplay %8 displayCtrl %13 lbSetCurSel 0; onEachFrame { ctrlActivate (findDisplay %8 displayCtrl %15); onEachFrame { if (diag_tickTime > %18) then { diag_log ""RCTS Timeout (cannot join)""; onEachFrame {}; }; if (!isNull findDisplay %16) then { private _ctrlPassword = findDisplay %16 displayCtrl %17; _ctrlPassword ctrlSetTextColor [0,0,0,0]; _ctrlPassword ctrlSetText ""%3""; ctrlActivate (findDisplay %16 displayCtrl %14); }; if (getClientStateNumber >= 3) then { diag_log ""RCTS Success""; onEachFrame {}; }; }; }; }; }; }; }; }; ", _IP, _PORT, _PASS, IDC_CANCEL, IDD_MISSION, IDD_DEBRIEFING, IDD_MP_SETUP, IDD_MULTIPLAYER, IDC_MULTI_TAB_DIRECT_CONNECT, IDD_IP_ADDRESS, IDC_IP_ADDRESS, IDC_IP_PORT, IDC_MULTI_SESSIONS, IDC_OK, IDC_MULTI_JOIN, IDD_PASSWORD, IDC_PASSWORD, diag_tickTime + _TIMEOUT];
  6. Discord bot to notify you when your server mods get updated on the workshop. Commands Integrated with Discord Slash commands! Links GitHub: https://github.com/UrekD/Steam-Workshop-Monitor
  7. Hello I used to run an arma 3 community and I am in the process of rebuilding my server rack. I used to run a kaby lake i5 processor with 16gb of DDR4 3000mhz ram for our old server in the same conditions. I have heard that arma 3 does not use multithreading so that feature would be useless? do older processors work well? If I used my Hyve Zeus with 64GB of DDR3 Ram and two Intel Xeon E5-2695 (12 cores each per processor) would that work beautifully or am I better off running a server with the newest raptor lake processor the i9 13900K ? I want a beefy server that can handle a lot of mods. Let me know your recommendations, Thank you!
  8. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  9. I'd like to host a server in-game for myself and some friends to play on with the vanilla radio system. However, the vanilla radio system has a default VON quality level of 3, 1/10th of the possible quality. So my question is how would I be able to pass "VonCodecQuality=15;" to a non-dedicated server that is run through the main menu server browser? I found a total of one source on reddit of a guy who asked the same question, and the answer he got was "just run a dedicated server lol." I'm really hoping this isn't the only possible answer.
  10. You can add MODID/ urls from the workshop, HTML exported from the launcher, IDS copied from the clip, local modules and so on to identify and download (using Steamcmd). Automatically configure the BE anti-cheat basic rules, configure the basic BE rules about create, kill, teleport, etc. Automatically configure the RCON password and port Provides BattlEye RCon V2 protocol based integrated management, T people B people and other full series of functions. You can manage multiple servers at the same time. You do not need to copy the server directory to another server directory to start the service. Support server query, automatically query all servers and update the list Have a plugin marketplace where you can subscribe to a variety of utility plug-ins for your server, such as Unlimited Endurance (in development). Chart statistics, provide record server data, server performance, memory monitoring, CPU monitoring, as well as the number of monitoring report statistics (under development). Automatic restart (hard restart Quartz CRON)+ Script restart + fixed-point restart. Cover ARAM3 server basic Settings, security Settings, network Settings, task Settings, module Settings, difficulty Settings, performance Settings, log Settings. UI layout ADAPTS automatically, which is suitable for managing the small screen when the mobile phone connects to the server. Powerful prompt to inform you of the function of each parameter option Install the tutorial Ensure that.NET CORE,.NET Framework 4.8, and DirectX have been installed Run Arma3ServerTools. Exe RCON Download address: Download notice: This version is a development beta, there may be a lot of bugs, if you find bugs, please submit here: https://gitee.com/elstp_1_elstpserver/DestinyArma3Tools/issues
  11. Hello competent problem solvers, one of our guys of our pretty small Battle Royale community has massive problems with the servers, gets various kick messages. E.g.: Wrong signature for file C:\Program Files(x86)\Steam\steamapps\common\Arma3\tank\addons\languagemissions_f_tank:pbo Wrong signature for file addons\modules_f_epb.pbo Wrong signature for file a3\rocks_f\sharpstone.... He gets different error messages with his server kicks. What I did was already via Teamviewer delete his old installation, checked manually for residues (missions, document, Battle Royale mods, etc.) and did a complete new Arma 3 installation from ground up. Then subscribed to Battle Royale again and its 20 dependancies. Didnt unfortunately solve the issue, he still got kicked after different times on the BR servers, sometimes right ahead, sometimes after couple minutes. We guys are clueless at this point. Does it maybe have to do with a firewall? Do you need the full rpt. - log in order to help? The one from a BR server too? Please reach out, wanna help him solve it. Thx in andvance
  12. It's a very strange thing on my server. If a player join my server without any mods, after they join few minutes,they will auto kicked due to worng signature.(Wrong singature for file rhsafrf\addons\rhs t72b a.p3d) My server enabled the singature verifcation for few mods,but it shoud not kick players who join without any mods right? Those players who using mods are not faceing this issue.
  13. I play PvE version of Conflict on my server. I confirmed profile pass and existence of savedata json in the .save directry. but every time when I restart the server I lose progression of scenario. so I checked the log and found this. SCRIPT : RequestSave: $profile:.backend\campaign.json BACKEND (W): JsonApiStruct :: Object name="m_EditorStruct", not initialized!!! if somebody know what should I do please tell me how to solve this issue.
  14. Someone pls halp, I am hosting one of the only populated servers in the game right now and I have been racking my brain trying to implement a custom scenario/map. I have applied the proper formatting for the mod in my config JSON file to no avail. "mods": [ { "modId": "5A54BB9103829754", "name": "BARZAN", "version": "1.3.0" }, What am I doing wrong? Right now, I suspect it is not possible at the moment but I am persistent and want to deliver a fresh experience for my community. Thank you for any clarification.
  15. Hello everyone, I currently have the problem that my server is deleting save games of any type of scenario or mission as soon as I turn off the server. I'm currently using AWS (Amazon Web Services) as server provider. Did anybody have the same problem with this provider or maybe other providers aswell and can help me out? Thanks in advance
  16. Looking for a good survival server Hello all, I'm looking for a good modded Arma 3 server to play on. I've played the game before but am now getting back into it. Prefered features are: 1. Not too much loot, but not too scarce either. Lower tier loot can be somewhat common with better loot being very hard to find. 2. Roving AI that hunt you; infantry at the minimum, ground vehicles are better, boat and aircraft patrols would be great! 3. Prefer militarized, with only civilian gear, weapons, and equipment available at traders; must search and scavenge for the good stuff. Or, perhaps, military being very expensive and require high respect/xp/whatever to purchase. 4. PvPvE, but if a PvE only server is good enough I'll consider it. Maybe even have PvP at night only? 5. AI survivable, but able to take you out in numbers if you're not careful. 6. Zombies: take 'em or leave 'em, I'm not particular, as long as there are enough AI to keep me on my toes. 7. A friendly and active player base who are down for some RP rather than shoot on sight all the time. 8. Missions, with a variety of difficulty levels for different skilled players. 9. Natural disasters, such as earthquakes, rad storms, etc. 10. And of course, the most basic survival aspects: food, water, thirst, fatigue, and body temps. 11. Base building! 12. Day/night cycle with decent length nights. 13. Sneaking/stealth; ability to avoid zombies and AI if you stay low and slow. 14. Not picky about any particular map, just needs to be a big one. 15. ... Probably more stuff, but that's just off the top of my head. If you think I might like your server, please let me know. Even if it doesn't have everything on my wish list, if it's fun enough otherwise, I might just give it a go. :)
  17. Hello, A server owner has tasked me with creating a script to teleport him and his group of admins to a position on the map determined by a mouse click. We're doing this via "player addAction" and he already has a trigger set up to "removeAllActions player" when done. The owner needs the action to first open the map, where he will LeftAlt-LMB click on a position, and the script to teleport him and his group to that position without breaking formation. For the sake of simplicity, could the addAction possibly be put in the Init field of a playable character which execVM's a squiff? I also found this elsewhere on the forum: fnc_teleportGroup = { params ["_group", "_position"]; private _leader = leader _group; { private _dir = _leader getDir _x; private _dist = _x distance2D _leader; _x setPos (_position getPos [_dist, _dir]); } forEach units _group - [_leader]; _leader setPos (_position getPos [0, 0]); }; [group player, [x,y,z]] call fnc_teleportGroup; How can this be modified to both open the map on the addAction's activation and close it after the teleport is done? I want the xyz to be replaced with the leader's relative coords. Like a translation of a shape whose vertices are members of the group, except done with a script. I used to be able to do this but in the years since 2015 I have lost my ability and patience to write scripts myself. Big, ginormous thanks in advance.
  18. Since the update where the Official and Community servers were put into separate tabs, player count on Community servers has dropped dramatically. Many Xbox players I’ve spoken to have said they did not even realize there were now separate tabs, so they’ve only been playing on Official servers since. With all due respect, people are no longer going to keep playing this for official 32 player Conflict servers. If you don’t highlight Community servers with modded content, the game will absolutely continue to die. I have been trying to run a Community server for a couple of months. At first, before the browser tabs were separated, my server would fill up every night. Now, with the tabs separated, I can sit on my server all day and don’t get a single organic player joining. This is not due to overall lower player base however, they are just simply all going to a few Official Conflict servers instead now. RECOMBINE THE TABS, make it as little work as possible to find Community servers. WE (people running Community servers) are the ONLY people trying to help you guys get more of a player base in this game. If you don’t help us, we can no longer help you.
  19. The RwG Addon "Basebuilding Exile" is now available. Steam Community Link This contains new objects and structures for the Exilemod. So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal. Item-List Features/Contains - A big gate for transporters. - Different door variants. - An elevator that can lift vehicles and people. - More snappoints - Compatible with Exile objects - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit - and much more Exile Vanilla If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall. CustomCodes Old (Only WoodPlanks-Upgrade) New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade) If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer. Update 1.01 Update 1.01a Update 1.0.2 CraftingRecipes vers.2 CfgInteractionModels WARNING This mod is still under development. There may be errors, which are not intended by the creator. Please report bugs in the Discord "Bugs" Channel If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone. The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out. This mod is an extension for the Exilemod and therefore not functional without it. This mod may not be modified and reuploaded without the permission of the creator. This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.
  20. 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?
  21. Is there a way to shutdown/reboot a reforger server in a way to allow the game state to be saved for nest time? I play on a private server with a few friends, but we'd like to save any progress we make in the game so we can resume from the same point at the next session? The alternative is to keep the server running full time but that is getting a bit expensive.
  22. Hello, A persistent war with several servers split into several regions like the foxhole game would be cool. Or either have smaller wars with fewer servers and not have a single unique and big server No need to do everything like foxhole, including creating weapons in factories. Players refuel for example from the ports dock or either by sky drops. For the maps we could keep islands, it would not be disturbing and it would favor naval combat and logistics Bohemia interactive could boast of having the most advanced war simulation game and I think it would be the logical sequel for arma 4. (Alongside other known and loved game modes on arma 3) I don't expect this feature to be added but I find it quite interesting especially since there is no game like foxhole in first person view. Thanks for reading and sorry if I made any mistakes, I'm not very good in English https://steamcommunity.com/app/1874880/discussions/0/3419934180321324256/
  23. I dont know what im doing wrong here, i followed a video step by step and can't get it to read the CONFIG file, the .bat works and launches the server but thats as far as i can get. Heres the 2 files i have. (the mods that are there are just there for testing) "arma 3 server.bat" @echo off "E:\SteamLibrary\steamapps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=E:\SteamLibrary\steamapps\common\Arma 3 Server" "mod=@CBA_A3;@CUP Units;@CUP Weapons;" -congfig="E:\SteamLibrary\steamapps\common\Arma 3 Server\CONFIG_server.cfg" -port=2302 -world=empty "CONFIG_server.cfg" // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it is +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27015; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Omega stuff"; // Name of the server displayed in the public server list password = "8520"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "Admin"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 10; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter upnp = 1; // upnp // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption: // 1-10 is 8kHz (narrowband) // 11-20 is 16kHz (wideband) // 21-30 is 32kHz (ultrawideband) // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome to My Arma 3 Server", "Discord: discord.somewhere.com", "TeamSpeak: ts.somewhere.com", "Website: www.example.com" }; motdInterval = 5; // Number of seconds between each message // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.20) 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 preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.20) 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 and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.28) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"};
  24. Hey, i just enabled BattlEye on our linux dedicated server for the first time and have some questions. BattlEye seems to run properly: It gets updated, is executing filters and scripts.txt, is writing logs and the remote console works. BUT: Clients with disabled BattlEye are still able to join that server. Why is that? Do i have to add some special filter-line for kicking them? Thanks for any hint.
  25. Hi everyone, I've created this script to create a random weather and random forecasts each time you start a mission. It automatically passes all weather data to clients. The script is able to filter different kinds of weather based on supported terrain position: - Mediterranean islands; - Europe; - Middle east; Just put the script in the mission directory with the name you prefer and call it from the init.sqf file with the following. init.sqf if (isServer) then { [] execVM "nameYouPrefer.sqf"; }; Hope you enjoy. randomWeather.sqf /* Sets random weather and forecasts based on "real" world positioning. It supports add-ons maps. * Ombra 12/06/2020 * latest update 18/02/2022 */ CONST_MAX_RAIN_LEVEL = 0.6; //To avoid fps issues CONST_MAX_FOG_LEVEL = 0.6; //To prevent annoying fog _currentMap = worldName; _probabilityFog = random[0,0.5,1]; _probabilityRain = random[0,0.5,1]; //Declaring variables _currentOvercastCoef = 0; _forecastOvercastCoef = 0; _currentRainCoef = 0; _forecastRainCoef = 0; _currentFogCoef = 0; _forecastFogCoef = 0; _windSpeedN = 0; _windSpeedE = 0; _windDirection = 0; switch (_currentMap) do { //Calculating weather for desert terrains case "MCN_Aliabad"; case "takistan"; case "zargabad"; case "Mountains_ACR"; case "fallujah"; case "kunduz"; case "Shapur_BAF": { //Probability of 30% for deserts to encounter overcast (and therefore rain) if (_probabilityRain > 0.7) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _forecastOvercastCoef = random[0,0.5,1]; //Current rain only if overcast > 0.6 if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = 0; _forecastFogCoef = 0; //Some wind like sandstorms _windSpeedN = random[0,10,30]; _windSpeedE = random[0,10,30]; _windDirection = random[0, 180, 360]; }; //Calculating weather for european terrains (Vanilla and CUP) case "Bootcamp_ACR"; case "Woodland_ACR"; case "chernarus"; case "chernarus_summer"; case "Chernarus_Winter"; case "ProvingGrounds_PMC"; case "Enoch": { //Probability of 60% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.4) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% for northern EU to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Not much wind in continental land _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; //Calculating weather for mediterranean terrains case "Stratis"; case "Altis"; case "Malden": { //Probability of 50% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; case "Tanoa": { //Probability of 80% for jungle areas to encounter overcast (and therefore rain) if (_probabilityRain > 0.2) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 20% for jungle areas to encounter fog if (_probabilityFog > 0.8) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; default { //Probability of 50% as default if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; }; //Setting weather 0 setOvercast _currentOvercastCoef; 0 setRain _currentRainCoef; 0 setFog _currentFogCoef; setWind [_windSpeedN, _windSpeedE, false]; 0 setWindDir _windDirection; forceWeatherChange; //Setting forecast 3600 setOvercast _forecastOvercastCoef; 3600 setRain _forecastRainCoef; 3600 setFog _forecastFogCoef; Up here it is posted as script but it can also be used as function: [] spawn YourTAG_fnc_randomWeather; Call the script file fn_randomWeather.sqf and place it in a scenario subfolder names functions. Then edit the description.ext file by putting standard function declaring: description.ext class CfgFunctions { class YourTAG { tag = "YourTAG"; class functions { file = "functions"; class randomWeather {}; }; }; }; If you use it in a function way you MUST call it from init.sqf in this way: if (isServer) then { [] spawn OFF_fnc_randomWeather; };
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