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Found 73 results

  1. Hello dear people, this is my first forum topic and please dont kill me if I do everything wrong! I am a beginner server administrator and trying to get some things to work. I rented a A3Wasteland server and got it running with https://github.com/MayhemServers/MAYHEM_A3Wasteland.Altis mission. Now theres an addons folder and I try to get some of them working but nothing I tried was a success. For example the buryDeadBody addon can someone explain how to get it running? Im thankful for any help and tipps 😃 Also theres an AI_Spawner folder but I dont get it running too. We hoped to have a nice Wasteland server with occasionally spawning AI troops to support or attack. Im trying my best but its hard. Thank you guys in advance. Nils
  2. Hello I know that already has models of T10 parachute but it seems that the project was abandoned so I decided to work on two models of parachutes (MC1 MC4 And T11), mods that I believe will be very useful for the community. I am finishing MC1 and MC4 with only the uv mapping missing and T11 is still on paper. follows some photos of the progress... Sorry for my English: D
  3. CONTENTS Setting up your server What you need how you do it Links Information useful Tools Useful Addons Selecting between Stable & Dev Builds, full or Dedi package installs Port Forwarding Battleye Configuration Location of files Server Admin Commands Running Dedicated Server and client on same machine Running multiple servers on one machine Re-locating MpMissions Bandwidth Optimisation Trouble Shooting & Help Best way to use this thread Live chat help What cannot be done Known Issues Example files CONFIG_Vanilla.cfg Arma3.cfg .Arma3Profile Advanced configuration -profiles AutoServer_Restart.bat File Firedeamon Addons and Mods Basic introduction Installation Miscellaneous Downloading & Addon Management Changelog The tutorial is intended for the lowest level of knowledge and skill, I make no apologies to those who think it is patronising. if you do, why are you reading a tutorial :j: LAST UPDATED: Thursday 21st March 2017 up too and including this post ************************************************************************************ IMPORTANT UPDATE (16th March 2017) arma3server_x64.exe 64 (Released 16th March 2017) 1) Update your firewall rules to include the 64 bit binary 2) BattleEye changes 64 bit binary runs the beserver_x64.dll It also needs a BEServer_x64.cfg (Which is simply a renamed copy of your BEServer.cfg If you run an addon server and are having issues, then try running the 32 bit arma3server.exe until the addon makers have fixed their content ************************************************************************************ SETTING UP YOUR SERVER What you need 1 Standalone Windows server (2008 or later) (Sound and GPU not required) 1 Steam Account Ownership of ArmA3 No longer required if installing the server using the the Dedicated server package. (Required for Headless client or full client install) According to this THIS POST you can run the ArmA3server on Win2003 now This is how you do it. Take note. There are additions within these instructions that you may not need, if you only intend running 1 instance of an Arma3 server on your machine However, adding these superfluous commands and content will not be detrimental to single instance servers Directory paths are all customisable but for the sake of this tutorial, all file examples and command lines used will be consistent with the tutorial instructions Login as Administrator: (You will need to run Arma3server.exe as "Administrator" or "System". Battleye requires it.) Install the latest version of DirectX Recommended to install install the 32 & 64-bit 2013 VC++ redist from https://www.microsoft.com/en-GB/download/details.aspx?id=40784 Create the following empty directories D:\Apps\Steam D:\Games\ArmA3\A3Master D:\Games\ArmA3\A3Files Download steamcmd.exe unpack it and save it to your targetted Steam install directory (E.g D:\Apps\Steam) Run the steamcmd.exe. (This will download and install the required steam files to your custom steam directory) Create an ArmA3_Steam_updater.cmd file, (Example shown below) and save it to D:\Games\ArmA3\A3Files Run the ArmA3_Steam_updater.cmd file Just after logging into Steam, the console window will hang and ask for a validation key Steam will have automatically sent you an email with this validation code, which you then need to input at the command prompt The Update console window should then continue to run and install ArmA3 ((DEV or STABLE) version to the target directory as defined in the .cmd file) eg (D:\Games\ArmA3\A3Master) Create a shortcut for the ArmA3Server_x64.exe on the server desktop Add the following parameters to the Target Line in the shortcut tab of the newly created desktop shortcut -port=2302 (Required if running multiple server instances) "-profiles=d:\Games\Arma3\A3Master" -config=CONFIG_Vanilla.cfg -world=empty -mod= -mod= (Exaclty as it looks, an empty mod parameter so it looks something similar to the following "D:\Games\Arma3\A3Master\arma3server_x64.exe" "-profiles=d:\Games\Arma3\A3Master" -port=2302 -config=CONFIG_Vanilla.cfg -world=empty -mod= Add firewall rules for the UDP ports (See below for -Port information) Add firewall rule for the arma3server_x64.exe Create a simple Notepad document called "CONFIG_vanilla.cfg" and save it to the root folder of your ArmA3 install on the server D:\Games\ArmA3\A3Master (See below for ".cfg" content) Then start up your shortcut, check the server runs. (You will see a console pop up in your desktop after a few seconds) Close the console window down, then you will need to edit the following files which will have been created D:\Games\Arma3\A3Master\Users\Adminstrator\Administrator.Arma3Profile D:\Games\Arma3\A3Master\Users\Administrator\Arma3.cfg These files contain minimal content, and require a lot of editing, so to make this easier, there are example files listed below which you can copy n paste from Restart the server Start up your client Arma3 (Running the same branch as the server, (eg Stable or DEV) and you should then be able to see your server in the server browser (Filters are available to reduce the server list) Login to your server using the password you defined in CONFIG_Vanilla.cfg by typing "/" to open the chat window and then type (#login ADMINPASSWORD followed by enter Once logged in you will be presented with a mission list, select one of the missions to start the game Prove the stability of your server by running BIS missions initially before you start adding user made content You should now have successfully installed and be running a stable "Vanilla" (Default) server You can then set up Battleye, The ArmA3 anti cheat system (See the Battleye Configuration section below) *** SUPPORTING INFORMATION *** USEFUL LINKS, TOOLS & ADDONS Open the spoiler for more info TICKETS RAISED that need your Vote SELECTING DEVELOPMENT OR STABLE BUILD Open the spoiler for more info PORT FORWARDING (ArmA3) (Firewalls) Open the spoiler for more info BATTLEYE CONFIGURATION Open the spoiler for more info LOCATION OF FILES (When setting parameters) Open the spoiler for more info SERVER ADMIN COMMANDS Open the spoiler for more info RUNNING DEDICATED SERVER & CLIENT ON SAME MACHINE If you have followed these instructions, the only known issue, is to make sure you start the server up before you start the steam client Failing to do this causes steam port issues and your client wont be able to connect to the server RUNNING MULTIPLE SERVERS ON SAME MACHINE Open the spoiler for more info RE-LOCATING MPmIssions (For example to a dropbox) Open the spoiler for more info BANDWIDTH OPTIMISATION Open the spoiler for more info TROUBLE SHOOTING Open the spoiler for more info EXAMPLE FILES Arma3_Steam_Updater.cmd CONFIG_Vanilla.cfg ****.Arma3Profile Important to note, the defaul;t B.I classes, Regular, veteran cannot be edited, so if you want to run an edited version, then edit the custom class and run that The following config is set to do just that Arma3.cfg ADVANCED CONFIGURATION -Profiles Open the spoiler for more info AUTO SERVER RESTART .BAT File Open the spoiler for more info Firedeamon Open the spoiler for more info ADDONS & MODS BASIC EXPLANATION Open the spoiler for more info WHITE-LISTING / BLACK-LISTING (How does it work) Open the spoiler for more info ADDON SIGNING Open the spoiler for more info INSTALLATION Open the spoiler for more info MISCELLANEOUS Open the spoiler for more info DOWNLOADING & ADDON MANAGEMENT Open the spoiler for more info CHANGELOG Open the spoiler for more info
  4. Hi. I'm relatively new to modding Arma 3 and using C++, and I would like to know how to add a script to an existing code block. To illustrate this I will provide an example of what I have already done and what I would like to add. What I have already done: class CfgPatches { class insignia_addon { units[] = {}; weapons[] = {}; requiredAddons[] = {}; version = "1.0.0"; author[] = {author}; authorUrl = "url"; }; }; class CfgUnitInsignia { class patch1 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch2 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch3 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch4 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch5 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch6 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; }; What I would like to add is the following code I found on Arma Dev reddit, which is seven years old. I don't know if it works so if someone could tell me if it still does that would be very appreciated. Here it is: class CfgPatches { class Markers { units[] = {}; weapons[] = {}; requiredVersion=1.00; }; }; class CfgMarkers { class flag1 { name="name"; icon="texture"; color[]={1,1,1,1}; size=32; shadow = 0; scope = 2; markerClass = "Flags"; }; class flag2 { name="name"; icon="texture"; color[]={1,1,1,1}; size=32; shadow = 0; scope = 2; markerClass = "Flags"; }; }; I do not know where to go from where I currently am or where to insert the code. I do not know how to make a separate code block in C++ for the flags. If anyone could help me, I would really appreciate it!
  5. RCWC Team presents! "1985 Real Soviet Army" pack (1985 RSA) is an element of "1985 Real Cold War Crisis" project, intended to reconstruct Soviet Army units 1969-1991. Download [1]: yadi.sk or Download [2]: mediafire Required addon "NewCloud": Download from yadi.sk or mediafire http://imgur.com/a/3Lar7 More pictures inside the archive with the addon. It contains the following components: ----- MODPACK AUTHORS ----- RCWC Projects Team: GURAN aka Special Soldier alexanbros40 Sovietkot aka st90 Nimus ----- CONSULTANTS ----- Kirill Pen'chinskij Vladislav Danilov Stalker2011 aka Eugene Tackleberry NERV ----- ENGLISH LOCALISATION ----- FOXlauncher SoldierEPilot Nimus -Sapper- ----- SPECIAL THANKS ----- ORCS Development Studio team Psykke RHS OFPCAT Liberation mod team Vladislav Danilov ___________________________________________________________________________________________________________________________ ALL MODELS, TEXTURES AND OTHER COMPONENTS, INCLUDED IN THIS PACK, ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS
  6. Hey guys, I have created several buildings and objects to use them on my terrain. After placing them with the terrain builder and exporting them ingame, the doors are not working anymore. No scroll option either. In EDEN everything is working perfect! Here´s my object class and model.cfg class CfgVehicles { class Static; class PDE_larmschutz_tur : Static { author = "Prodeath21"; displayName = "$STR_PDE_larmschutz_tur"; scope = 2; scopecurator = 2; model = "\projekt_deutschland_structures\larmschutz\larmschutz_tur.p3d"; icon = "iconObject_4x1"; editorCategory = "PDE_Addon"; editorSubcategory = "PDE_larmschutz"; editorPreview = "\projekt_deutschland_structures\larmschutz\icons\preview_PDE_larmschutz_tur.jpg"; class AnimationSources { class Door_1_sound_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "MetalOldDoorsSound"; //From: A3\sounds_f\config.cpp soundPosition = "Door_1_trigger"; }; class Door_1_noSound_source { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_1_locked_source { source = "user"; initPhase = 0; animPeriod = 0.80000001; }; }; class UserActions { class OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_O_DOOR"; position = "Door_1_trigger"; priority = 1; actionNamedSel = "door"; radius = 2; aiMaxRange = 5.25; onlyForPlayer = 0; condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor: OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_C_DOOR"; priority = 1; condition = "((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 0] call BIS_fnc_Door)"; }; }; }; }; My P3D name: "larmschutz_tur.p3d" class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class PDE_larmschutz_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "", "" }; }; class PDE_larmschutz_tur_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "door", "" }; }; }; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class larmschutz: Default { skeletonName="PDE_larmschutz_sceleton"; sections[]={""}; sectionsInherit=""; }; class larmschutz_tur: larmschutz { skeletonName="PDE_larmschutz_tur_sceleton"; sections[]={""}; class Animations { class Door_1 { type = rotation; source = Door_1_sound_source; selection = door; axis = door_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 80); }; }; }; }; In the Geometry LOD I added the propertys "class = building", "map = wall" I allready tryed for 2 weeks without a solution... Thx for your help! :)
  7. Hi, I will post this because i havent found so much info related to class compartmentsLights. I have been helped by reyhard on the Arma 3 Discord. - Requieres the "points" to be defined in the model.p3d Memory LOD. - Requires compartments defined for all: driverCompartments = Compartment1; cargoCompartments[] = {Compartment1}; // and gunnerCompartments = "Compartment1"; in his respective turret class And this in myVehicle class: class compartmentsLights { class Comp1 // first class is asociated with Compartment1, second with Compartment2,.... { class Light1 { color[] = { 100,100,100 }; ambient[] = { 100,100,100 }; intensity = 0.1; size = 0; useFlare = 0; flareSize = 0; flareMaxDistance = 0; dayLight = 0; blinking = 0; class Attenuation { start = 0; constant = 0; linear = 1; quadratic = 70; hardLimitStart = 0.15; hardLimitEnd = 1.0; }; point = "light_interior1"; }; class Light2 : Light1 { point = "light_interior4"; }; class Light3 : Light1 { color[] = { 300,0,0 }; ambient[] = { 300,0,0 }; point = "light_interior2"; class Attenuation: Attenuation { start = 0; constant = 0; linear = 1; quadratic = 70; hardLimitStart = 0.5; hardLimitEnd = 1.5; }; }; class Light4 : Light3 { point = "light_interior3"; }; }; };
  8. So, I love that BI included the P90 in Arma 3 bases game, but I was wondering if there would be any mod teams that could bring the AR-7 to the game? It's a perfect weapon for pilots and crewman as it takes up VERY little space in a backpack (and being 22LR the mags are tiny and light). Obviously 22LR isn't very useful against CSAT armor and even most armor, so potentially increasing the caliber up to 9mm for effective sake.
  9. Hey, I am currently working on an Arma object and now want to implement the ladder function on to the model. But it´s not working and I don´t know why. Tryed out several things, but still not working... I also surched for a thread about it but could not fined one. Here´s my object class class Static; class Pro21_Autobahnschild : Static { author = "Prodeath21"; displayName = "$STR_Pro21_autobahnschild"; scope=2; model = "\Pro21_Autobahnschild\autobahnschild\autobahnschild.p3d"; //icon = "\Pro21_Autobahnschild\autobahnschild\icons\autobahnschild.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\I_Boat_Transport_01_F.jpg"; //picture = "\Pro21_Autobahnschild\autobahnschild\icons\autobahnschild.paa"; //vehicleClass = ""; ladders[]= { { "Ladder_1_start", "Ladder_1_end", 2.5, "Ladder_1_action" } }; }; I configured: Ladder_1_start -> Memory LOD -> at the start of the ladder Ladder_1_end -> Memory LOD -> at the end of the ladder Ladder_1_action -> Geometry LOD -> geometry selection of the ladder I looked it up here: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#ladders But the player option to climbe is still not showing up ingame.. Am I missing something? Pls Help Thanks in advance. Transfered to other section --> https://forums.bohemia.net/forums/topic/231663-problems-with-ladder-class-config/
  10. Hello! I am making a mission with addons. My main idea for the scripting is to have 2-3 airplanes in formation fly over the AO and having a ZSU fire around the airplanes, maybe ocassionaly taking one down. I want these airplanes and ZSU fire to go every 10-15 minutes or so to create ambiance for the soldiers on the ground. If anyone has any solutions/scripts for this I'd be happy to know! Kind regards// Ender from Zeus Community
  11. I've noticed that many mods and their keybindings can be tweaked via the "Addon Options" entry in the main menu. How do I give my mod an Addon Options page so the user can change various variables of my mod?
  12. I've tried everything related to changing the mass field via a CfgWeapons patch of the ItemInfo class but nothing has been working. Any way to change the mass?
  13. Hey Guys, So im trying to setup a dedicated server also to play on with my group. I use Ubuntu server and get the following problem when i load the mission: Even tho the mods are loaded: I made all files small letters already (removed capitals) and this is my startup line: ./arma3server -mod="mods\@cba_a3;mods\@cupterrainscore;mods\@cupterrainscwa;mods\@cupterrainsmaps;mods\@lingordingorisland;mods\@rhsafrf;mods\@rhsgref;mods\@rhssaf;mods\@rhsusaf;mods\@task_force_radio;" -port=2302 -name="FisherServer" -config="server.cfg" The folders contain the PBO files that are in the error, I tried to fix it for 5 hours already :/ Anyone have an idea where this is going wrong?
  14. I've been tinkering with values of a mod that my Milsim unit uses. With all the mods we have somewhere along the pipeline has overly increased and made more realistic A.I. in which they also have more health but the weapons we use our simulated extremely well. The problem is the mod we use for our mortar damage range just isn't realistic and a direct impact may kill a single person on a group of 20 with no armor on. I wrote a script similar to what I'm doing here but with RHS and updated the weapon damage values just by using CfgPatches and I'm trying to do the exact same thing here but they named their ammo with a "( )" in it. Which upon compiling the addon doesn't allow it to continue as it returns an error along the lines of [line 13 expected = received "("] does anyone know a workaround or how to get this to work properly? TL:DR - Can't update damage of an ammo type because the class name has a symbol in it that the addon builder assumes is apart of the code rather than just being apart of the name. VZ99 CfgAmmo.hpp My CfgPatches in a separate addon I'm creating giving me the error. (Only editing the HE and HE_Multi ammo) As far as I can determine the issue is that the class name having ( ) is the issue but I can't edit the original addon CfgAmmo due to their licensing. If anyone knows a solution I'm open to anything.
  15. Hi to all! For my server, it was necessary to perform a whitelist for players who connect to the server. To do this, I created a separate mod that works almost perfectly, but the problem is that checking for all given parameters occurs only after a briefing. How to run a script in an addon loop for example when starting the server itself or when connecting the player to the server (not in the game - possibly in the lobby or simply connecting the mission selection screen). Here is my example implementation: config.cpp In config, we create a Security class and set the preInit parameter (I understand that it executes before loading the mission, and I need it when connecting to the server) fn_init.sqf And it works as follows: the server has a config containing an array of player data (name, guid, ban status) and an access password (required in the server configuration using the command serverCommandPassword = "010101"; specify the same password which is also in the "Security \ functions \ config.ccp"). Then after the start of the game (after the briefing) the script makes a check: 1) The presence of GUID in whiteList, if not - kick, if so then step two 2) Checking player on banned: if paremetr false - then next step if parametr true - so does the kick. 3) Checking the registered name if it does not match what is indicated in the whiteList - kick 4) If the player passes all three checks, he successfully connected the game and receives a notification in the chat "Accepted". And now my main question to the specialists (if they are still here is): How to make this script work not when the mission starts, but when the server starts? Any variations are accepted (When connecting the player, when starting in the lobby (but not further than the lobby), it can be a cycle or something). Maybe something smarter than this nonsense.
  16. Description LRG Fundamentals is a complete mission makers tool, used to create complex missions with ease. Using the huge Library of functions, settings and modules you can create almost any type of mission. LRG Fundamentals is designed to be entirely modular, meaning you can use as much or as little as you want. By default, the master switches are set to off so only what you want to use will be used. See the Key features below for further details. LRG Fundamentals has been used by the LRG in one form or another for nearly 3 years. At the turn of 2019 we decided to publish our work and make all our files open source. That means your free to download, edit, change and create your own work, based on what's we've already made. Download Links Version 1.6.4 Released 02/04/20 Key Features AI Spawn LRG Main LRG Channels LRG QS Icons LRG Weather Player Attributes Safe Zones Vehicle Loadouts Equipment Loadouts Vehicle Servicing Medical Facilities Zeus Configuration Functions Library Third party Features More information on available functions and features as well as our functions library, our Wiki is available here. How do I get in touch? If you want to find out more about LRG Fundamentals or about the community itself, the best way to get in touch is to join our Discord Server. Issues/Suggestions/Faction Requests If you come across any issues, have an idea for an improvement or simply want another faction added to the AI Spawn module, please submit your request here. Latest Changes v1.6.4 IMPORTANT CHANGE: We've updated the spawn AI modules in Zeus to use Zeus Enhanced (ZEN) instead of Achilles. This is due to the discontinued support of Achilles announced on their Steam page. Unfortunately this won't be backwards compatible as the work required to maintain 2 separate systems wasn't deemed appropriate due to the work this would require. Any further Zeus Modules we add will likely require this mod so if you wish to use these, please download the mod linked above! As before, this is optional, if you don't use Zeus Enhanced, the modules won't appear in Zeus but the rest of the mod will function as before. AI Change - Zeus Modules now use Zeus Enhanced (ZEN) instead of Achilles Tweak - Garrison Radius Default set to 100m Added - Sniper Team Min & Sniper Team Max Options to Spawn AI Modules Medical Tweaked - MedicalFacility set to global to be more reliable in MP FOBs Added - Ability to respawn on deployed FOBs Weather Fixed - Real Weather Change Times
  17. I wanted to know if someone would have the model to facilitate it.
  18. I got following problem: I finally got my new computer setup und freshly installed arma3 after 5 years without any video games, but Arma3 just wont start. When i click on "Play" in the lower left corner of the arma launcher it seems to start the game but it gets stuck "initializing addons" while loading and then gives me following information: 0xC0000005 - STATUS_ACCESS_VIOLATION Details are: but i startet it without any mods and dlc's.. I didnt really found any helpfull support on that, this may be the result of my poor englisch skills so please be nice to me. Thanks for your help.
  19. Hello, community! I have a major issue that I need to solve without anymore problems and frustration. I have subscribed over 1200-1300 mods at all until yesterday. I wanted to unsubscribe most of them and delete the local content to spend more space on the hard disc. I needed additional space for other games and wanted to save only a few more important mods for Arma 3, especially a small list needed for a specific campaign I was working on. When I try to unsubscribe these unneeded mods from the launcher or from the workshop, they immediately will download again and there's no effect after all these attempts. How would I stop/pause redownloading of all this huge content and only subscribe my small list of addons I really need to use for my campaign? Thank you in advance and cheers!
  20. I want to make overpowered vehicle variants for my own fun, but for some reason I just can't do it right. I have Arma 3 tools and PBO manager at my disposal for this. If some people can tell me every step in a detailed way, I would really appreciate it.
  21. My friend and I have been working on getting a server to work with us with mods for 9 hours and its starting to get a bit frustrating. We feel like there is nothing for us to do. So basically one of the many issues we are having is that in the CONFIG_server.cfg file that I have, it does not appear to be registering the name of the server i have input, the server password or the admin password and when i enable them. These lead to other issues, such as not being able to access the Game Add On tab for the server so as to enable the mods once in game. If someone would let me know as to what I should be doing or what I have done wrong that would be great. Edit: This might be the potential issue because I was having the same problem with my .bat file The file is named CONFIG_server.cfg.txt so it isn't registering the .cfg as the file type??? it still says it's a .txt file even after I clarified while saving to not restrict it to only .txt This sounds like it might be the issue and I would be super happy if anyone could shed light on how to get it to stop making it .cfg.txt and just .cfg Edit of Edit: So i fixed the file type, server still doesn't recognize the name of server, admin password and normal password, will keep trying!!! Config File: // // 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's +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Server303"; // Name of the server displayed in the public server list //password = "serverpw"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "adminpw"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 40; // 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 // 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 v1.19.124216) 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 v1.19.124323) 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 v1.27.126715) 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"};
  22. Promotional leaflet We present you the newest novelty toy from the remote island republic that normally you'd associate with cheap reasonably priced electronics - airsoft gun replicas! Aimed at adults and children of all ages*, airsoft gun replicas provide realistic military fun compared to no other toy. Republic of Folk Airsoft replicas provide: A collection of realistic looking gun replicas Both realistic and high capacity magazines A pack of safe to play 6mm plastic pellets * Safety hazard: never aim your airsoft replica at other people nor animals! Details Currently Republic of Folk Airsoft provides two vanilla guns converted into airsoft replicas: P90 SMG and P99 pisol. They fire visible pellets at muzzle velocity of 350fps, have almost no recoil and are accurate at the distance up to 35 meters (60 if you aim high). Ammo comes in two versions - lethal and non-lethal. The latter one requires some scripting on mission maker's side in order to do anything (or not, maybe your Milsim group can use these for training 😁) Links Try our official airsoft missions! https://steamcommunity.com/workshop/filedetails/?id=1859324690 Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1846060911 Source code and non-Steam downloads: https://github.com/republic-of-folk/folk-airsoft/releases License Arma Public License Share Alike (APL-SA) MADE IN FOLK
  23. Addon & Mod Compilation List This list sorts and organizes all the addons and mods on Armaholic into specific categories based on their subject. ======================== As of November 2018 this list is no longer being worked on see my last 2 posts for details. =================================== The Compilation list here replaces this Addon & Mod Compilation List ======================== Legend - (List Terminology) Menu Downloads / Arma 3 / Addons Arma 3 Gear Arma 3 Packs Arma 3 Miscellaneous Arma 3 Objects Arma 3 Replacement Packs Arma 3 Sounds Arma 3 Terrain Arma 3 Units Arma 3 Vehicles Arma 3 Weapons Downloads / Arma 3 / Editing A new compilation list will be established in Mission editing & Scripting section of the forum Arma 3 Tools Arma 3 Scripts Arma 3 Templates Downloads / Arma 3 / Misc and Utilities Downloads / Arma 3 / Modules This will be sorted according to country, and type Downloads / Arma 3 / Scenarios A missions compilation list will be established in the User Missions section of the forum Arma 3 SP missions Arma 3 Co-op missions Arma 3 Multiplayer Gamemodes Arma 3 Mission Packs Arma 3 Campaigns ===================== Credits Authors of these addons, mods, need credit for their work, I would hope that this compilation list will bring more attention and appreciation from the community to them.
  24. ello, community. I have created my second mod using Drongo's Config Generator. There was no problem creating the first one and I have learned to create such mods and files very quickly. I did everything the right way - I created my units and added Drongo's generator module in the editor, which created the .cpp file. I converted it into a .PBO file successfully using the Addon Builder. After that I uploaded the .PBO file and created a mod, launched it with the requirements, but an error occurs: File Addons\ config.cpp, line 2: /cfgPatches/: '-' encountered instead of '{' What could be wrong? I have opened the file and the '{' was there instead of '-', so it was OK. Here's the whole file's content: Thank you in advance!
  25. Hi guys: I have been handling the game's most popular addons for a long time, CUP, RHS, SMA, KA, however, I don't think they are very realistic: I mean the weight of weapons, range, recoil, dispersion, impact, types of ammunition Is there any addon that is closer to reality? Many editors and players greatly appreciate the appearance of each weapon, its modeling and termination. This is important, but the rifle's behavior I think is much more.
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