Jump to content

Search the Community

Showing results for tags 'dedicated server'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
    • ARGO
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Chernarus
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Virolahti
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL


Jabber (xmpp)








Steam url id







PlayStation PSN














Found 59 results

  1. Serverify A3 An Arma 3 dedicated server configuration tool. Features Supports latest A3 version (1.94) and almost every (only 3-4 config properties are temporarily missing) configuration setting; Supports Arma 3 startup parameters, basic.cfg, server.cfg, A3 user profile. Profiles system to store settings for various server configurations; Modern, nice looking and responsive UI; Localization support; Visual themes. Prerequisites Windows 7/8/10 .NET Framework 4.7.2 Steam account, purchased Arma 3 on it Installation and usage guide Download latest version of Serverify A3 (Github Releases Page); Unpack the archive to the any folder you like. Launch ServerifyA3.exe, tune your dedicated server. When you're done with server's settings tuning - simply launch your server from General server screen. Future Plans Live log viewer - ability to see .rpt log updates in realtime; Task manager - launch multiple server instances at once; Mission Voting settings; Bugfixes, UI redesign, 100% test coverage, refactoring... 🧐 Feedback If you have any suggestions, localization errors, bug reports or feature requests - feel free to contact me via PM or create an issue in the repository - Issue Tracker. Links Github Repo Screenshots
  2. Intro After using Arma for a long time and having my own dedicated server, I always found very hard to keep my mods up to date. So I used Flax's tool (FAST) to make the whole thing work but there was some issues. The software tend to be quite slow sometimes, some menus are not working completely and the command output was a bit weird. I ended up building my own version of his tool, since it is not maintained anymore, by translating the entire code into something more recent, fixed the issues I found and reworked the code behind. Download You can find the latest release below : 64 bits Version 32 bits Version Extract the files somewhere on your computer and run FASTER.exe. I recommend creating a shortcut to avoid the hassle of having to find the program. Features General Features Improved UI from FAST Improved stability from FAST2 Easy to read and share config files SteamCMD Automation Install and update Arma 3 Server (Stable and 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 Supports all server config options Supports all server command line options Custom mission params Custom difficulty Headless Client support and auto launch Correctly displays mods in Server Browser Local Mod Support Reads local mods from server folder Include additional folders to search Automatic Updates Server status and performance viewer F.A.Q. For any question, please contact me on Twitter @FoxliderAtom or on Discord. Why ? FAST was already being reworked on with FAST2 but the project stopped since January 2019. I decided to create a rework myself. There is something wrong when ... Please create a GitHub issue ! It help me keep track of what happened and when it was fixed. It might also help others who have issues as well. Can you please add ... Uh yeah, maybe ! Create an issue on GitHub and I'll see if it's possible. Feedback Please report any issue you encounter while using FASTER on the GitHub Issue Page. Screenshots Notes Thanks to Flax for creating a really awesome tool for our Arma Servers. Thanks to BI for creating that game we all spend hours on.
  3. Uploaded MRH Milsimtools on dedicated server and now im getting ErrorMessage: File MRHHaloGear\cfghpp\cfgvehicles.hpp, line 77: /cfgVehicles/: ';' encountered instead of '{' on .rpt Here is the entire cfgvehicles.hpp. I use NFO servers. #include "MRH_C_Path.hpp" /* ["H_PilotHelmetFighter_B","H_HelmetB","ItemCore","Default"] class H_PilotHelmetFighter_B { MRH_hypoxiaRebreather = 1; }; */ class Bag_Base; class B_Parachute : Bag_Base {}; class MRH_AADEquippedParachute : B_Parachute { displayName = $STR_MRH_MRHHaloGear_AADChute; scope = 2; }; class ACE_NonSteerableParachute; class MRH_AADEquippedNSParachute : ACE_NonSteerableParachute { displayName = $STR_MRH_MRHHaloGear_AADChuteNS; scope = 2; }; class Man; class CAManBase: Man { /* class EventHandlers { init = "_this call MRH_fnc_MilsimTools_EnhancedMap_replaceVanillaMap;"; }; */ class ACE_SelfActions { class ACE_Equipment { class MRH_SetAAS { displayName = $STR_MRH_MRHHaloGear_AADSettingSelfAC; condition = "(([player] call MRH_fnc_MilsimTools_HaloGear_hasAADParachute) && (['MRH_MilsimTools_HaloGear_allowManualAADSetting']call cba_settings_fnc_get))"; exceptions[] = {"isNotSitting","isNotInside"}; statement = "[_player] call MRH_fnc_MilsimTools_HaloGear_AADMenuOnload"; icon = ""; }; }; }; }; //["ReammoBox_F","ThingX","Thing","All"] //["MRAP_01_base_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"] //["I_G_Boat_Transport_01_F","Rubber_duck_base_F","Boat_F","Ship_F","Ship","AllVehicles","All"] #define MACRO_ATTACHAAD \ class ACE_Actions \ { \ class ACE_MainActions { \ class MRH_AttachAAD { \ displayName = $STR_MRH_MRHHaloGear_ATTACHAAD; \ condition = "(!(_target getVariable ['MRH_HaloGear_itemAsAAD',false]) && ('MRH_AAD_Item' in items _player))"; \ statement = "_target setVariable ['MRH_HaloGear_itemAsAAD',true,true]; _player removeItem 'MRH_AAD_Item';hint localize 'STR_MRH_MRHHaloGear_HintAADAdded'"; \ exceptions[] = {"isNotSwimming"}; \ showDisabled = 0; \ icon = ""; \ }; \ class MRH_DetachAAD { \ displayName = $STR_MRH_MRHHaloGear_REMOVEHAAD; \ condition = "_target getVariable ['MRH_HaloGear_itemAsAAD',false]"; \ statement = "[_target] call MRH_fnc_MilsimTools_HaloGear_removeObjectAAD;_player addItem 'MRH_AAD_Item';hint localize 'STR_MRH_MRHHaloGear_HintAADRemoved'"; \ exceptions[] = {"isNotSwimming"}; \ showDisabled = 0; \ icon = ""; \ }; \ class MRH_ChangeAADSetting { \ displayName = $STR_MRH_MRHHaloGear_AADSettingSelfAC; \ condition = "_target getVariable ['MRH_HaloGear_itemAsAAD',false]"; \ statement = "[_target] call MRH_fnc_MilsimTools_HaloGear_AADMenuOnLoad"; \ exceptions[] = {"isNotSwimming"}; \ showDisabled = 0; \ icon = ""; \ }; \ }; \ }; class ThingX; class ReammoBox_F : ThingX; { MACRO_ATTACHAAD }; class LandVehicle; class Car : LandVehicle; { MACRO_ATTACHAAD }; class Ship; class Ship_F : Ship; { MACRO_ATTACHAAD }; class Tank: LandVehicle; { MACRO_ATTACHAAD }; class Motorcycle: LandVehicle; { MACRO_ATTACHAAD }; Can anyone help?
  4. Tophes Arma Dedicated Server Tool (TADST) v3.1.0 by Tophe of Östgöta Ops [oops] >>>DOWNLOAD FROM ARMAHOLIC<<< Link if Armaholic is overloaded: HERE =============================================== 1 MINUTE HOW-TO QUICK GUIDE TADST v3.1.0 The Armed Assault series allows an amazing array of settings to freely customize dedicated servers. This means you will have to edit quite a few config files to get it running the way you like. TADST is a tool that will greatly simplify this. All you need to do is to choose the settings you like. Then the application will create all necessary files according to your settings and start the server with the appropriate arguments. All necessary files will be created in a folder called 'TADST'. You can save different profiles to easily switch between server setups. In the folder TADST a new folder for each profile will be created. This folder contains all files associated to the profile. INSTALLATION ============= Copy the file 'TADST.exe' to your Arma game folder. * Note that it's important that the file is in the game root folder i.e. C:\Games\Steam\SteamApps\common\Arma 3 * If you are upgrading from an earlier version of TADST you should delete your old TADST folder so the program can create new settings files. You also need to have .NET installed. QUICK START ============= Set up your firewall. To run a dedicated server you must make sure you have set port forwarding correctly in your firewall/router. Normally you need the ports 2302-2305 to be open. Click the port info button to get info on your selected ports. Set Server Name and Server File TADST is set to start the server with default settings so the only two things you need to set to get a server up and running is Server Name and Server File. If you double click the text fields, TADST will try and set appropriate values. FUTURE PLANS ============= Options for allowedFileExtensions, allowedPreprocessFileExtensions, allowedHTMLLoadExtensions, allowedHTMLLoadURIs Options to launch headless clients Steam server update thingy Individual difficulty settings on missions System for setting Mission Parameters. Start as service. Process monitoring, restart server on crash. Remote server/client protocol (probably wont't happen, but hey) SUPPORT TADST ================== I'm doing this for fun and for love to the community, but if you like TADST you can support me by donating some coffee-money. You can also follow my music project Meadows on facebook. That would make me equally happy! THANKS ============= To Bohemia for keeping it real To Australian Tactical Combat League, Rune "TheFlyingCorpse" Darrud, Dave, Bill, Krijn and Rafael for generous donations To Baconeo and James Kingsley for code contribution To The Arma community for everything Östgöta Ops for testing, playing and supporting VERSION HISTORY ================ v3.1.0 - 2017.09.23 (Thanks to Bradon Hall) Fixed: Include 64 bit server exe in file list Fixed: Open RPT for 64 bit server Improved: Add empty allowedVoteCmds when voting disabled v3.0.0 - 2016.06.12 New: Settings for Max Ping, Max Desync, Max Packet Loss, Max Disconnect timeout and Kick Clients On Slow Network. Improved: Updated some tooltips v2.96 - 2016.05.08 Fixed: Critical dependency error where a tiny line made the whole universe implode. Crash fixed. (Thank you sergistark and baconeo for helping me debug). v2.95 - 2016.05.08 New: Added support for autoinit with persistent battlefield Improved: Some minor text errors Fixed: Setting default difficulty now puts correct value in profile v2.91 - 2016.05.07 Fixed: Difficulty bug, causing crash v2.9 - 2016.05.06 New: loopback settings added Fixed: Difficulty settings now reflect the correct properties Improved: Cleaned up UI from unsused difficulty settings v2.8 - 2016.05.02 Fixed: Difficulty system overhaul (Thanks to Baconeo) v2.7 - 2016.01.03 New: Added serverCommandPassword New: Information about which ports to open New: Checkbox to enable Upnp. New: Allowed File Pathing selection New: Headless client settings now have settings for localClient as well. Fixed: Bunch of minor bugs Fixed: HeadlessClient config entries was a bit messed up Removed: Required Secure ID, not used anymore Removed: Steamport settings, not used anymore. Hardcoded from gameport. (expand spoiler for complete history) Please report any bugs, problems, ideas, suggestions, smoothie recipes etc. in this thread
  5. 3rd day of working on this server, and I can't freaking fix this bug and I need this done by tomorrow. ""Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f"" I am renting through GTX Gaming and I have been using FileZila to upload all the mods and mission pbos, this has never been an issue. My community is trying to set up an Antistasi server so that we don't have to keep hosting off of our computers. I have tried deleting and reuploading the mission pbo and the mods, but I don't know what is wrong with it. If even it is the mission pbo or the mods. I was told by GTX that the problem might be CBA_A3 so that is why I tried deleting and reuploading it. They also haven't been much of a help since it is not host-related. Thank you in advance for anyone who helps. Please help as soon as possible.
  6. So i will make a new post as it is a completely different issue from before, but only people on my LAN network are able to join my server. If they try with direct connect then it just backs them to the direct connect screen again. I don't even know where abouts to even sort this issue out
  7. I have recently made my own dedicated antistasi server and i got it to work completely fine, however i just wanted to change the TFRA settings so everyone spawns with a radio and i get a long range one. I cant do this however as the 'SERVER' tab is greyed out despite me being logged in as an admin and i cant edit anything in the missions tab either, i can only change the client which is overridden by the server. i tried importing settings and or adding the module to which i got this message: "mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item356.type: Vehicle class tfar_ModuleTaskForceRadioEnforceUsage no longer exists" I also had a go at adding the CBA settings sqf folder which didn't work and with filepatching enabled it prevented me from joining the server altogether. Thanks in advance, im looking forward to play with my friends and i have had way too much stress over this server and am happy to co-operate with anyone seeking to help
  8. Good evening. At First Sorry for my Bad English So I got a Arma Server a few Years, and yet i got no big Problems that i have solved myself or with help from Google or Forum like this. But now my Own Server keept banning me for no Reason, when i Join my Server i came to the Missions choice so as i Want and when i Wait i get Banned or i got enough time to select a Mission but the Server said no youre are Banned 😞 and i Only but 2 new Mods and a new Mission on the Server, befor everythink works fine... So i do this not for the first Time, I Downloaded the RPT file and Scroll to the end and there only stands "User name='JakoI3', pid=490450230, steamID=76561198101165559 banned" and Nothing else, i tried to Google what pid=490450230 means but witch no Result. So what have i Tried so far. yes i have unbann myself but the server keep Banning me. I Tried to turn off battleye but the server keep banning me .... I Tried to Remove Infistar but with no result. I Have Reinstalled the Server but with no result again 😞 So I Hope you can Help me out? and here are the Mods there are on the Server. DLCs Global Mobilization Mods CBA_A3 Task Force Radio RHSAFRF RHSUSAF RHSGREF LEN - Cold War Aircraft There are 2 Modpacks by Myself but i nerver has any Problem with them. New on the Server are Global Mobilization and LEN - Cold War Aircraft, and i try to run KP Liberation on Livonia but the Mission should´t Ban me. But anyway, thanks for any answer and have a nice evening. Full RPT Log
  9. Hi guys, I've set up a dedicated server on linux and I'm having issues with the Arma3Profile file. The difficulty settings the server loads are not the one I've set in the file. The file is located at ~/steam/.local/share/Arma 3 - Other Profiles/server/server.Arma3Profile and the command to launch the server includes -name=server. I was playing around with changing some settings, for example third person view, but any changes I make are ignored by the server. On the other hand, changing the -name parameter meant the server was no longer loading the Antistasi save (which is stored in server.vars.Arma3Profile). So it definitely knows where the files are. I've seen a few threads with this issue but couldn't find a solution. Any ideas what the issue could be? Thanks.
  10. I am trying to join my dedicated server, but I get error message: "Session lost. Verifying PBO failed: gm\gm_addons\gm_core.ebo". In Server Browser -> Expansions -> Global Mobilizartion DLC is in red. I have purchased and enabled GM DLC. What is wrong here? Below is the server log:
  11. After having made an AddOn, transplant some CfgTextureToMaterial and CfgMaterial to the config.cpp of the AddOn, I found the visual effect works when play SP and MP created by "New" in MULTIPLAYER, but they perform abnormal when playing on dedicated server. Paste the CfgTextureToMaterial and CfgMaterial to BIN\config can't fix this too. Is there any way to solve this problem?
  12. I have just installed steamcmd and Arma 3 on a dedicated Ubuntu-based server, and have been following this tutorial to help me set it up. As described at the top of the document, arma3 is installed in /home/steamcmd/arma3/ install, but the config files etc are in /home/steamcmd/arma3/public. There is also a script in /home/steamcmd/arma3/public called start.sh which should start and configure the arma server. ./arma3server can be executed correctly from /home/steamcmd/arma3/install, and there is a symbolic link to this executable in /home/steamcmd/arma3/public. However when I run ./arma3server from within /home/steamcmd/arma3/public, I get the following error: 2:54:04 No product.bin found, using defaults for a core engine. Running Steam on ubuntu 19.04 64-bit STEAM_RUNTIME is enabled automatically Unpack runtime failed, error code 1 Error: Couldn't set up the Steam Runtime. Are you running low on disk space? Continuing... Press enter to continue: I have narrowed it down to the fact that when I run ./arma3server from /home/steamcmd/arma3/install, it uses steamcmd.sh (located in /home/steamcmd/). However when I run it from /home/steamcmd/arma3/public, it uses steam.sh (also located in /home/steamcmd/) which I gather is a legacy executable. My question is how do I make it use steamcmd.sh instead of steam.sh, as steam.sh causes the error. Thanks for any help.
  13. As the title says, im having a problem, and i have not the faintest idea on what. Im a mission creator for my group. Im experiencing that in missions i've made with player slots that has custom loadout i've made through the virtual arsenal in the eden editor, end up being naked when they spawn into the game. It was not always like this, but suddenly a few weeks back - it started. No idea why. This is really annoying, and somewhat game breaking for my missions at the current time - so if anyone has an idea on whats going on here, please help! Its somewhat urgent timewise - we're playing a mission this saturday, and if I dont have a fix till then i'll have to make some really unconvenient workarounds. This is the modlist we're using (steam collection): https://steamcommunity.com/sharedfiles/filedetails/?id=1627983524
  14. Greetings, I have been running a dedicated Arma 3 server for about 10-15 players with 32 mods. I've noticed that players weapons, after they were done firing, would continue to fire. For example, if player X fired down range then holstered his rifle, his rifle would continue to fire for all the other players in the server. This happens when there's 2 or more players on the Zeus server without anything else spawned in. Its more so obnoxious when 10-15 players are in a firefight and there is continuous rifle fire even though the battle has ended and everyone is yelling at each other to stop firing. The players on the server all have a ping of 100m/s or lower. The server specs are decent. I've tried running the server without mods to see if this was a mod related issue but found it continued to persist. I've spoken with another community about this issue and they have also experienced the same problem. Anyone know what might be causing this and if there's a way to fix this?
  15. Hi. I am stumped. I want to add color text and an icon to an arsenal action scripted onto a vehicle with a vehicle respawn module. that modules expression field I have added color text and icons to every other action but I can't figure out where to put it here because its not an addAction. Please help out here.
  16. 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.
  17. 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.
  18. Hello everyone! I have a problem with scripting for dedicated servers. I have a mission for Multiplayer, but there is an AI bot that should get in a helicopter and fly to some waypoint, land and get out. I used the following script for that and it worked. But I've tried to use it now and it works appropriately only in Eden Editor or hosted server. Please help me what am I doing wrong. Also I'm trying to move an object (hedgehog) with the scripts presented below, but there is a strange behavior. They are rotating before move and are moving with delay. I have this code in init.sqf file Thank you in advance! if (!isServer) then { border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; pilot1 addAction ["<t color='#00FF00'>Go!</t>", { [] spawn goToAirport; }]; }; moveToEast = { removeAllActions border1; border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11310.616, 5955.567, 0]; border1 setVectorDir [0.152, 0.764, 0]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; moveToWest = { removeAllActions border1; border1 addAction ["<t color='#FF0000'>Lock eastern way</t>", { [] call moveToEast; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11280.235, 5917.037, 0]; border1 setVectorDir [359.389, 2.748, 285.230]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; goToAirport = { removeAllActions pilot1; if (!isDedicated) exitWith {}; pilot1 assignAsDriver helicopter1; [pilot1] orderGetIn true; waitUntil {pilot1 in helicopter1; }; sleep 5; _grp = group pilot1; _wp1 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp1 setWaypointType "MOVE"; _wp2 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp2 setWaypointType "GETOUT"; };
  19. Hey, after looong hours in the editor I found out that the tasks in my mission don't show on my dedicated server. Since I have two seperate player groups, I need to assign the tasks to both groups seperately. Therefore I linked the tasks with the individual group via "Groups of synchronized objects" (I also tried synchronized objects only). But the tasks won't show up while playing on my dedicated server. Running the mission locally it works. When I set the tasks to "all playable units" it works but then all players see all tasks. I tried also to have one unit group as BLUFOR and the other IND and assign the tasks for either side seperately. But for unknown reasons IND don't get the uniforms I equipped them with. So back to the initial idea with synching the tasks.... Any idea to solve that or to bypass this? Thanks!
  20. Hi, i have dedicated server running with ports forwarded in ,router between the machine and internet, the server is internet discoverable, after i'm trying to connect with rCon by the server's internet ip the rCon stucks with this ('s ip), but it looks like it works with local ip. When i'm trying to connect to the server with game it keeps black screen until client kicked for timeout Would highly appreciate any help edit: ports used are default, so all the 5 symbols numbers randomly issued by router's DHCP server i guess. windows,router 's firewalls and antivirus have no effect on this
  21. Hello! My recent and ever existing problem was that whenever I try to host a server ( as basic the basic method of ingame multiplayer/host a server/ ) none of my friends seemed to find it, either by direct connecting or searching for it in the server browser. I also tried it with port forwarding, which didn't work either, not even with a static IP, not even configuring my ESET security program. So then a couple of days ago I tried again, basically went through the same process to get the same results, so I moved onto making a dedicated server (hoping that it could be reached ), following this guide : I did everything "by the book" (using Arma 3 server tool, setting it up, etc...) , but the UPNP never got enabled so the server is not visible for the public (...and neither for me for reasons unkown at this point) even though I fixed the problem with the mismatch of steamappid (by alternating it to the expected volume) . So as of now I would like to ask for experienced help in the matter of making at least this dedicated server up and going...! Current things I have tried to make UPNP enabled (recently) : - checking IF it WAS enabled (both in my router and my security system) : IT WAS ENABLED - Setting up a rule for Eset Internet Security to enable the given ports needed for Arma 3 (server tool) to work with (still UPNP was not enabled when running the server) Previously with a friend of mine we have also tried to use Hamachi in order to be able to connect to each other via the default (or listening server/ basic ingame) server hosting method, but it failed even after several attempts, as the server/ game I hosted never showed up in the "LAN" part of the server browser (either ingame or at the launcher). I hope someone will be so kind and resource to be able to help me, but I'm thanking in advance for any help and suggestions! I am trying to be as fast at answering as possible (as I would like to solve this problem ASAP)
  22. Hi, I'm not sure how much control BIS has over this but it thought it would be nice if we could download workshop mods without owning arma3. I'm currently trying to automate a dedicated server on a shared box, so no one wants to put their own steam credentials in the scripts. A new steam account lets me download the server, but I can't get the mods because this new account doesn't own the game. Can this issue be solved on Bohemia's end somehow? Do I have other alternatives to keep my mods up to date with steam workshop? Thanks! BobChaos on behalf of the A3-Antistasi Official Community
  23. I have an issue with my server that causes the loading sequence to be wrong in regards to how quickly the "remove all objects" module functions. I presume that the loading sequence is the issue anyways, considering that the vehicles that are placed in those areas become destroyed because of the objects that were intended to be removed, but were removed too slowly. Does anyone have any idea of how to resolve this issue? I'm running the mission through a dedicated server.
  24. I've been racking my brain on this for a week now and can't figure this out, I'm trying to launch a dedicated server with about 40 steam workshop mods that we transferred over to a seperate box using steamcmd and copy/paste. Here is the command line and here is our most recent .RPT
  25. So, as the title suggests i'm having a problem getting self-made missions to work on a dedicated server. I can't figure out why this is happening and it's really begininng to frustrate me, it's also hard to test these kinds of things for other reasons but let me run down this first. I know the mission works on my pc, I know it works on someone elses pc with the same mods. The Dedi-server is running the same mods collection both of the other pc's are running, however for some reason the "role selection" appears blank on the dedicated server. This is driving me nuts and i can't seem to find a probable cause for this to happen and because i can't find the cause i cant find the fix. Please if anyone can help it would be SO muchly appreciated.