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  1. Tophes Arma Dedicated Server Tool (TADST) v3.1.0 by Tophe of Östgöta Ops [oops] >>>DOWNLOAD FROM ARMAHOLIC<<< ALTERNATIVE DOWNLOAD LINK: 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
  2. Serverify A3 An Arma 3 dedicated server configuration tool. Features Supports latest A3 version (1.98) 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 Core 3.1 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 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
  3. Hello everyone! I´ve tried to research for a solution, opened dozens of pbo files and watched hrs and hrs of youtube videos, but i simply need help!!! I like to create small coop missions for our dedicated server. Among a few other problems, I cant figure out, how to make sure, that all clients get their task updates and mission endings at the same time. From what I understand, I have to define global Variables in the init on mission start up. (<- Here is the first problem for me, not sure how to do it right!) Like this? if (!isServer) exitWith {}; missionNameSpace setVariable ["myfirsttask", 0]; publicVariable "myfirsttask"; sleep 1; Ok, found a nice video on youtube on how to get tasks updated within a mission. How EXACTLY to get a trigger on firing the publicVariable "myfirsttask" to achieved? inside trigger on activation: missionNameSpace setVariable ["myfirsttask", 1]; <--- like this ??? Ok, so now how to i trigger the endmission for everyone at the same time? I know I have to use following: "end1" call BIS_fnc_endMission; but how exactly? Do I set up another trigger with publicVariable "myfirsttask" as condition ??? In that regard, I have another issue! I like the endtrigger to fire ONLY when all alive players are within the trigger area AND "myfirsttask" is done! Is that even possible, while revive is enabled? ({ alive _x } count thislist) == 0; <-- This should be part of the trigger?!?? Or do i simply go into editor and sync the whole player group with the last trigger? Last but not least, even though revival is enabled, how to I end the missions, once all players are down at the same time??? I´ve seen many videos and tutorials to most of above topics, but most if not all of them, dont account for the mission being run a dedicated server!!! Do I need and initserver.sqf? If yes, does it mean I also need a initplayerlocal.sqf and an init.sqf? I really really hope to find some help here, thanks for taking the time to read this!!!
  4. Hello to anyone that manages to help out, After the update yesterday to the dedicated server client I am no longer able to launch and run the server. I had steamCMD revalidate the hosting files, removed all mods, reset to vanilla settings and right at the end of the server launch it closes itself. Even tried updating my GUI (I use Serverify) to see if it was something there and it still happens. Server was running fine until I asked steamcmd to update its files yesterday to match client versions. Any help would be appreciated. It is not currently set to auto load a mission, a map or anything. Just open and go to the mission selection/vote screen. Here is the snippet from the end of the .rpt file. Full file can be found here on pastebin https://pastebin.com/1zPf2AZd Version 2.10.149799 Fault time: 2022/08/24 08:37:00 Fault address: EB7BF01C 01:011BE01Cll C:\SteamCMD\steamapps\common\Arma 3 Server\arma3server_x64.exe file: world: Stratis Prev. code bytes: F7 F1 48 89 1C 24 48 63 C2 48 8D 0C 40 49 8B 00 Fault code bytes: 4C 8B 0C C8 48 63 44 C8 08 48 8D 0C 80 4D 8D 1C ======================================================= note: Minidump has been generated into the file C:\Users\owner\Documents\ServerifyA3_1.5.1.0\Profiles\021d3ddb-1e9b-4c70-a154-8508deddb056\arma3server_x64_2022-08-24_08-36-51.mdmp For those that ask, server is running on windows 10 pro 21h2, with an i7-10600k and 64gb of ram available, reboot did not resolve, runs heedlessly with access via remote desktop to startup/shutdown. **EDIT** The issue appears to be with serverifya3. Changed over to FASTER and the issue does not occur. Still reproducible in serverify.
  5. 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 is not supported for now. If you require a 32 bits version, contact the developer directly 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, Dev and Performance versions) Install, update and manage Arma 3 Workshop mods Supports Steam Guard and Mobile Authentification 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.
  6. As far as I know we currently have no way of creating dedicated servers with our own hardware for the Xbox version of Arma Reforger. I also know that the dev team is also working on fixing problems with the Official Servers' stability. Regardless of that though, I would highly recommend giving Xbox users the ability to create dedicated servers with our own hardware. This could be with another Series X/S we own or with our own PC/LAPTOP. This would give us the option to troubleshoot our servers and reboot them if necessary. Currently when official servers crash, i.e, kick everyone out, we have no way to fix these servers and have to wait for them to come back online. This could take hours and it's not just a one server issue, they are all doing this consistently. Please give us this option.
  7. Hi all, I fail to find out how to get the current server version... I see no specific file like version.txt or changelog.md that I can parse, I tried this: galevsky@vladivostok:~/ArmA3containers/arma3srv$ ./arma3server_x64 --version 16:04:58 SteamAPI initialization failed. Steam features won't be accessible! ArmA Linux Server, ver. 2.08.149102 16:04:58 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing! 16:04:58 Critical:Destroying running thread! 16:04:58 Critical:Destroying running thread! 16:04:58 Critical:Destroying running thread! Segmentation fault (core dumped) which looks to be the right thing to be done, any idea why it is core-dumping ? Any trick ? Thank you for your help ! Gal'
  8. Context: on Dedicated Server / not tested in hosted server Hello again, This is my first script with function structure and I'm facing a hard time learning the syntaxes and the logic needed to make this work properly when with more than one player in-game. My mistakes are potentially in fn_VO_globalFunctions.sqf file and how I am calling that in fn_VO_coreGround.sqf file. Btw, this mission is not using any init file. Bad behaviors: Only repairing is working for everyone. Refueling and rearming are not working at all. Nobody can't see the systemChat feedback messages. description.ext class cfgFunctions { // VEHICLE OVERHAULING: REPAIR, REARM, REFUEL #include "vehiclesOverhauling\THY_functions.hpp" }; THY_functions.hpp class THY_functions { tag = "THY"; class vehiclesOverhauling { file = "vehiclesOverhauling"; class VO_parameters { preInit = 1 }; class VO_globalFunctions { preInit = 1 }; class VO_coreGround { preInit = 1 }; //class VO_coreAir { preInit = 1 }; //class VO_coreNautic { preInit = 1 }; }; }; fn_VO_parameters.sqf // EDITOR'S OPTIONS: VO_debugMonitor = false; // true = turn on the editor hints / false = turn it off. VO_feedbackMsgs = true; // true = the station shows service messages in-game for the player (highly recommended) / false = turn it off. // GROUND SERVICES groundVehiclesOverhauling = true; // true = the station accepts ground vehicles / false = doesn't accept. VO_groundServRepair = true; // true = repairing for ground veh is available / false = not available / highly recommended turn it on if you want also to refueling. VO_groundServRefuel = true; // true = refueling for ground veh is available / false = not available. VO_groundServRearm = true; // true = rearming for ground veh is available / false = not available. VO_grdActRange = 10; // in meters, the area around the station that identifies the ground vehicle to be serviced. Default 10. VO_grdCooldown = 10; // in seconds, time among each available ground services. Default 10. VO_grdStationAssets = // which assets (classnames) will be automatically ground stations on mission. [ "Land_RepairDepot_01_green_F", "Land_RepairDepot_01_tan_F" ]; // AIR SERVICES airVehiclesOverhauling = true; // true = the station accepts air vehicles / false = doesn't accept. VO_airServRepair = true; // true = repairing for air veh is available / false = not available / highly recommended turn it on if you want also to refueling. VO_airServRefuel = true; // true = refueling for air veh is available / false = not available. VO_airServRearm = true; // true = rearming for air veh is available / false = not available. VO_airActRange = 20; // in meters, the area around the station that identifies the air vehicle to be serviced. Default 10. VO_airCooldown = 10; // in seconds, time among each available air services. Default 10. VO_airStationAssets = // which assets (classnames) will be automatically air stations on mission. [ "Land_HelipadRescue_F", "Land_HelipadSquare_F", "Land_HelipadCircle_F", "Land_HelipadCivil_F" ]; // NAUTIC SERVICES nauticVehiclesOverhauling = true; // true = the station accepts nautic vehicles / false = doesn't accept. VO_nauticServRepair = true; // true = repairing for nautic veh is available / false = not available / highly recommended turn it on if you want also to refueling. VO_nauticServRefuel = true; // true = refueling for nautic veh is available / false = not available. VO_nauticServRearm = true; // true = rearming for nautic veh is available / false = not available. VO_nauActRange = 25; // in meters, the area around the station that identifies the nautic vehicle to be serviced. Default 10. VO_nauCooldown = 10; // in seconds, time among each available nautic services. Default 10. VO_nauStationAssets = // which assets (classnames) will be automatically nautic stations on mission. [ "Land_TBox_F" ]; true fn_VO_globalFunctions.sqf THY_fnc_VO_humanPlayersAlive = { private ["_headlessClients"]; _headlessClients = entities "HeadlessClient_F"; VO_humanPlayersAlive = (allPlayers - _headlessClients) select {alive _x}; true }; THY_fnc_VO_debugMonitor = { //WIP true }; fn_VO_coreGround.sqf //if (!isServer) exitWith {}; private ["_arrayGroundStations","_groundVehicles","_serviceInProgress","_eachGroundStation",/*"_grdRepairNeeded","_grdRefuelNeeded","_grdRearmNeeded",*/"_eachHumamPlayer"]; [] spawn { // arrays that will be populated only with the objects classnames listed by VO_grdStationAssets. _arrayGroundStations = []; // initial services condition _serviceInProgress = false; // if ground services is allowed... finding out only the objects of classnames listed in VO_grdStationAssets through the allMissionsObjects. if ( groundVehiclesOverhauling == true ) then { { _arrayGroundStations = _arrayGroundStations + allMissionObjects _x } forEach VO_grdStationAssets }; // check whether or not run this while-looping / if some or all services are on, bota pra foder... while { groundVehiclesOverhauling == true } do { // check who's human here: call THY_fnc_VO_humanPlayersAlive; { // VO_humanPlayersAlive forEach starts... _eachHumamPlayer = _x; if ( VO_debugMonitor == true ) then { call THY_fnc_VO_debugMonitor }; // defining the ground veh of _eachHumamPlayer (_x) into XXm radius: _groundVehicles = _x nearEntities [["Car", "Motorcycle", "Tank", "WheeledAPC", "TrackedAPC"], 10]; { // forEach of _arrayGroundStations starts... _eachGroundStation = _x; { // forEach of _groundVehicles starts... if ( (_x distance _eachGroundStation) < VO_grdActRange ) then { sleep 3; // a breath before the any ground service. // GROUND REPAIR if (VO_groundServRepair == true) then { if ( (alive _x) AND (damage _x > 0.1) AND (isEngineOn _x == false) AND (speed _x < 2) AND (_serviceInProgress == false) ) then { _serviceInProgress = true; sleep 3; if (VO_feedbackMsgs == true) then { systemChat "Checking the damages..."; }; playSound3D ["a3\sounds_f\characters\cutscenes\dirt_acts_carfixingwheel.wss", _eachGroundStation]; sleep 3; playSound3D ["a3\sounds_f\sfx\ui\vehicles\vehicle_repair.wss", _x]; // if player inside the vehicle: if (!isNull objectParent _eachHumamPlayer) then { addCamShake [1, 5, 5]; // [power, duration, frequency]. }; _x setDammage 0; sleep 3; if (VO_feedbackMsgs == true) then { systemChat "Ground vehicle has been repaired!"; sleep 2; if ( ( (VO_groundServRefuel == true) OR (VO_groundServRearm == true) ) AND ( (fuel _x < 0.8) OR ( ({getNumber (configFile >> "CfgMagazines" >> _x select 0 >> "count") != _x select 1} count (magazinesAmmo _x)) > 0 ) ) ) then { systemChat "Preparing to the next service..."; }; }; sleep VO_grdCooldown; _serviceInProgress = false; // station is free for the next service! }; }; // GROUND REFUEL if (VO_groundServRefuel == true) then { if ( (alive _x) AND (fuel _x < 0.8) AND (isEngineOn _x == false) AND (speed _x < 2) AND (_serviceInProgress == false) ) then { _serviceInProgress = true; sleep 3; if (VO_feedbackMsgs == true) then { systemChat "Checking the fuel..."; }; playSound3D ["a3\sounds_f\characters\cutscenes\concrete_acts_walkingchecking.wss", _eachGroundStation]; sleep 3; playSound3D ["a3\sounds_f\sfx\ui\vehicles\vehicle_refuel.wss", _x]; if (!isNull objectParent _eachHumamPlayer) then { addCamShake [0.3, 5, 2]; }; _x setFuel 1; sleep 3; if (VO_feedbackMsgs == true) then { systemChat "Ground vehicle has been refueled!"; sleep 2; if ( ( (VO_groundServRepair == true) OR (VO_groundServRearm == true) ) AND ( (damage _x > 0.1) OR ( ({getNumber (configFile >> "CfgMagazines" >> _x select 0 >> "count") != _x select 1} count (magazinesAmmo _x)) > 0 ) ) ) then { systemChat "Preparing to the next service..."; }; }; sleep VO_grdCooldown; _serviceInProgress = false; }; }; // GROUND REARM if (VO_groundServRearm == true) then { if ( (alive _x) AND ( ({getNumber (configFile >> "CfgMagazines" >> _x select 0 >> "count") != _x select 1} count (magazinesAmmo _x)) > 0 ) AND (speed _x < 2) AND (_serviceInProgress == false) ) then { _serviceInProgress = true; sleep 3; if (VO_feedbackMsgs == true) then { systemChat "Checking the ammunition..."; }; playSound3D ["a3\sounds_f\characters\cutscenes\concrete_acts_walkingchecking.wss", _eachGroundStation]; sleep 3; playSound3D ["a3\sounds_f\sfx\ui\vehicles\vehicle_rearm.wss", _x]; if (!isNull objectParent _eachHumamPlayer) then { addCamShake [1, 5, 3]; }; _x setVehicleAmmo 1; sleep 3; if (VO_feedbackMsgs == true) then { systemChat "Ground vehicle has been rearmed!"; sleep 2; if ( ( (VO_groundServRepair == true) OR (VO_groundServRefuel == true) ) AND ( (damage _x > 0.1) OR (fuel _x < 0.8) ) ) then { if (isEngineOn _x == false) then { systemChat "Preparing to the next service..."; } else { systemChat "For the next service, turn off the engine!"; }; }; }; sleep VO_grdCooldown; _serviceInProgress = false; }; }; }; } forEach _groundVehicles; } forEach _arrayGroundStations; } forEach VO_humanPlayersAlive; sleep 5; }; }; // spawn ends. Editable mission download: https://github.com/aldolammel/arma-3-vehicles-overhauling
  9. Gotcha: player is not for Dedicated Server so I am looking for a way to start a few functions files where the target is the multiplayer/coop through hosted and dedicated servers. Some ideas, but not what I'm looking for (already read!): And this older one (already read!): That said, just to start, this is a init.sqf template I've seen and used: // INIT.SQF HEADER (TARGET IS MISSONS IN HOSTED AND DEDICATED SERVERS / NEVER SINGLEPLAYER): if (!isDedicated) then { // checking player in hosted servers / and avoid JIP issues (?): waitUntil { !isNull player; }; // mission briefing available for all clients: [] call compile preProcessFileLineNumbers "briefing.sqf"; }; if (hasInterface) then { [] spawn { waitUntil { sleep 0.1; !isNull player; // <--------------------------------- It doesnt look right! It should watch for _x of allPlayers, right? }; }; }; // AND CUSTOM CODE HERE... About the code above, shouldn't that be like this one below? // NOT TESTED! if (!isDedicated) then { // checking player in hosted servers / and avoid JIP issues (?): waitUntil { !isNull player; }; // mission briefing available for all clients: [] call compile preProcessFileLineNumbers "briefing.sqf"; }; if (hasInterface) then { [] spawn { waitUntil { sleep 0.5; count allPlayers < 0; systemChat "You're a human player!"; }; }; }; // IF IT HAS PASSED BY ONE OF THOSE LOOPINGS ABOVE, CUSTOM CODE TO BE READED HERE... A model will impact positively in, at least, 18 multiplayer missions I've built in the last 3 years.
  10. Hello, I am trying to get a simple hostage script to work on a dedicated multiplayer server, but it does not seem to work properly. I can see the "Free Hostage" option on the "hostage" AI, but the AI does not do anything after I select the option. While testing in the editor, the hostage is able to go to his next waypoint, but on the dedicated server, he is still stuck in place as if the script did not execute. The code I have to setup the hostage in "hostageSetup.sqf": hostage disableAI "move"; hostage setcaptive true; removeallweapons hostage; removebackpack hostage; removeGoggles hostage; removeHeadgear hostage; hostage unassignitem "nvgoggles"; hostage removeitem "nvgoggles"; removeVest hostage; hostage setunitpos "middle"; The code in "hostageAction.sqf": hostage setcaptive false; hostage setunitpos "auto"; hostage enableAI "Move"; And then finally the code in "init.sqf": execVM "hostageSetup.sqf"; hostage addaction ["Free Hostage",{ execVM "hostageAction.sqf" },nil,6,true,true,"","true",2,false,"",""]; Is there something I should add?
  11. I want to note that whilst I have fixed the issue I'm curious to know what caused the fault and to help anyone else who'd experiencing the problem and looking for solutions. A bit of background information: I've been hosting my own dedicated server for a while and because of the 'integer flow' issues with Fast2 I reverted to TADST as my go-to server tool. The server is hosted locally on my home network. Inexplicably I started to get Battleye query timeout errors on my server despite having made no changes nor had there been an update to ArmA (AFAIK). The first time I just re-installed the server which fixed the issue. However after two weeks or so the issue returned and it took me a while to troubleshoot: 1) created new server profile 2) reinstalled ArmA server 3) disabled firewall 4) double checked ports are open on router 5) rebooted router 6) attempted this Battleye fix: on my client machine I deleted arma3battleye.exe and battleye folder from ArmA folder (Steam -> steamapps -> common -> Arma3), deleted Battleye files from Common Files (Program Files (x86) -> Common Files -> BattlEye) and deleted Battleye folder and missions from MPMissionscache in localappdata then verified game cache on Steam. 7) disabled all 34 mods 8)enabled UPnP on TADST but this only worked for one session RPT file here Because I had heard of the Faster tool (rebuiild of Fast1) through using Fast2, I decided to give it a go as I had eliminated every other cause besides the tool. After I had ported over my KP Liberations saves, lo and behold it worked without issue. I know with troubleshooting it's a process of elimination by being methodical and going step-by-step. But if in my situation and switching server tool to Faster or another that works (not aware of any) then it'll save you trying all the other fixes. TADST is an old and otherwise good tool but it was last updated in 2017. Perhaps that's the issue? Although people still use it without this issue AFAIK. Either way if anyone is able to shed light on the cause then I'd appreciate it! Thanks, M2I
  12. I have my own dedicated server running the KP Liberation 0.96.7a map with 34 mods using the TADST server tool. Recently I've experienced an issue where it'll disconnect me after 2-3 minutes with a message "you were kicked off the game. (Battleye: query timeout)". This issue doesn't occur on a public server I connected to. Troubleshooting 1) reinstalled ArmA server 2) disabled firewall 3) double checked ports are open on router (screenshot) 3) rebooted router 4) attempted this Battleye fix: on my client machine I deleted arma3battleye.exe and battleye folder from ArmA folder (Steam -> steamapps -> common -> Arma3), deleted Battleye files from Common Files (Program Files (x86) -> Common Files -> BattlEye) and deleted Battleye folder and missions from MPMissionscache in localappdata then verified game cache on Steam. I've included the .rpt file below: I'm at a loss what else I can try. I've come across this post but as I use TADST it won't save any changes to the server.cfg. The only other way would be create a shortcut pointing to a different server.cfg but there's not enough space in the target line to fit all the mods I use (apparently you can use a batch file but not sure how to do that). I experienced the issue a few weeks back and the issue was fixed only after reinstalling the server which I've already tried. This must be coincidence but the issue reoccurred after I installed the Faster.exe tool - I hadn't actually ran a server from it yet only setup profile and settings. Any help would be appreciated, thanks.
  13. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  14. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  15. Hi everyone, Just a heads-up regarding custom difficulty settings, as specified in the .Arma3Profile, on a Linux dedicated server. Some people out there may have had problems getting these to load. At the very least I had. I did some testing and eventually got the settings to load through the creation of a custom server profile with a new name. It is quite a strange story, so I apologise in advance for approaching this from an entirely empirical perspective. I absolutely can not give any insights as to why this is working. And I am probably embarrassing myself a little with such a superficial post (BIS difficulty programmer guy, are you reading this?) - but perhaps it does help a few people out there. The problem: The Linux dedicated server would routinely ignore changes to the entries made in $HOME/.local/share/Arma 3 - Other Profiles/server.Arma3Profile. The custom difficulty could be enforced through the server.cfg but "default" values for "class CustomDifficulty" were loaded regardless1. The solution: Launched the server under a new name, using the parameter "-name=servername", then replaced the automatically created "servername/servername.Arma3Profile"2 with the user-modified Arma wiki template. Subsequently restarted the server and selected/enforced "Custom" difficulty. Example: Originally, I would launch the server via: ./arma3server -name=server -config=server.cfg -mod=@mod1;@mod2;@mod3; In this case, any user-made changes specified under "class CustomDifficulty" were not used, even when saved in a write-protected .Arma3profile. After some tinkering, the server would be launched under a new name using "-name=" - and, optionally, with the additional "-profiles=" parameter: ./arma3server -profiles=/home/apps/steam/arma3/profiles -name=custom -config=server.cfg -mod=@mod1;@mod2;@mod3; By launching the server a new folder ("/arma3/profiles/home/custom") was created in arma3 root. It contained a tiny "custom.Arma3Profile", ordinarily consisting of 6-10 lines of basic option entries (soundFX=1, etc.)2. The content of .Arma3Profile would now be replaced with a test profile using exclusively the exact example server difficulty profile template, but with all values set to 1 (or 2, if applicable) to easily check for changes. The server would then be restarted, which automatically reformatted the "custom.Arma3Profile" to this: Running a test mission at custom difficulty, all settings were loaded correctly. There was a crosshair, third person mode (yuck!), a stance indicator, and a score table. In previous tests, using the original .local/share/[name].Arma3Profile none of these options were ever loaded3. Repeating this process, a new "freshly"-named server was then created with our desired custom difficulty setup. Is anybody able to reproduce this? I would like to hear some feedback, in particular from people who tried to make changes to their Linux dedicated server .Arma3Profile. Thanks! 1 It is not clear to me where these defaults are coming from. 2 Oddly enough, the number of lines in this file varied each time a new profile is created. 3 However, changing entries within this file a second time and restarting the server would always result in reverting to the reformatted file and its settings. A new server name ("-name=custom_2") had to be created to enforce new custom difficulty settings.
  16. I want to respawn on a specified position on the deck of the USS Freedom. It works fine when running multi-player from the the Eden editor (as a player server). i.e. I respawn at the respawn module position. However when I export the mission and run it on a dedicated server I just respawn were I died. Respawn Position module: Variable name: respawn_west Name: respawn_west Type: Invantry Side: BLUFOR Show to: Everyone Notification: Enabled Attributes > Multiplayer... Respawn: Respawn: Respawn on Custom Position Rulesets: Show respawn counter Respawn Delay: 3 Show Scoreboard: checked Allow Manual Respawn: checked Anyone else seen this behaviour or know what i am doing wrong? S My solution: The issue is associated with trying to use the 'respawn module' on the USS Freedom. It works fine on land. Doing the respawn the classic way using a respawn marker also does not work on the USS Freedom. This time you end up swimming in the water and maybe in the USS Freedom. I resolved this by creating a respawn event handler that placed the player just above their starting point. I used the following code in the init.sqf file, to only run on a client PC: if ( hasInterface ) then { // We are running on a player client. Stri_miss_playerPos = ( getPosASL _player ) vectorAdd [ 0, 0, 0.1 ]; Stri_miss_playerDir = getDir _player; _player addEventHandler [ "Respawn", { params[ "_player", "_corpse" ]; _player setVehiclePosition[ Stri_miss_playerPos, [], 0, "CAN_COLLIDE" ]; _player setDir Stri_miss_playerDir; } ]; };
  17. Hi As the new 2.0 patch said, there is now a 64 bits Linux dedicated server and I would like to know how to install it, if it is the same as the 32 bits installation or if there are some documentation about it. I used to have memory problems with the 32 bits version (it only gave to the server 3 or 4GB RAM max when I had much more available), and now I hope it wont give me that problem. One more thing, I heard that HC default values works well until a server reaches about 70-80 people, is that true?
  18. Hi i have a doubt about a script to move the USS Liberty (static ship)... Are any script guide or something to make it work? Like to free move as a vehicle. I found this on reddit but the publisher said that is works "fine" in SP but in Mp didn't work (I test it and he is right), he said that may be it could be fix doing... that was 2 years ago, someone could tell me how to do that to fix this error? just imagine the possibilities in multiplayer with a movable USS Liberty 😎 . ·Link (reddit post): ·Link (files): https://github.com/Keithenneu/arma_moving_ships
  19. I am setting up a dedicated server and I have started adding mods. I had a problem that the server wasn't recognizing the RHS black hawk I had in the mission file which I solved by creating a copy of the arma 3 client's mod in the server root folder. I'm glad I solved the problem, but this also creates another. I have limited space on the server storage but I would like the mods to be kept up to date automatically. That's the reason I spent $8 on another copy of arma. (also because steamCMD timed out downloading larger mods) Is there a way I can use shortcuts to the mod folders in the root directory and have the server recognize it? Or is there another way to deal with the problem?
  20. Hi all I'm quite new with this kind of servers so I need some help with creating one. First, I have bought a VPS with 24GB of RAM (Ubuntu 64 bits 18.04) to host an Arma 3 dedicated server because the one that I use (which is not a VPS) runs out of RAM since we are about 60 people doing missions and stuff. The thing is that I need a panel or something that helps me with maps and mods, because they will be in constant change. I tried OGP (Open Game Panel) but it limits, for some reason, my RAM usage to 4GB only, and that is far from being enough. So... How do I create a server using a VPS? Are there some tools that can help me with that? Thanks in advance for your answers
  21. Hi everyone! This is a bit of a read, but I hope what I have to share is worth the read. I have come to the forums in search of help, but first I would like to share my success with everyone. I have put together an addEventHandler that turns all satchel charges into "tree cutters". I got this from PierreMGI in a 5 year old post on Armaholic forums https://www.armaholic.com/forums.php?m=posts&amp;q=31114. It forms one of the core logistics features in my Valhalla missions. It sets damage to maximum (1) on all trees and bushes within a 15m radius of the charge, when the charge is detonated. Works on dedicated servers. Tree Cutter eventHandler. Add to initPlayerLocal.sqf && onPlayerRespawn.sqf: player addEventHandler ["fired", { if ("SatchelCharge_remote_ammo"== _this select 4) then { "Tree Cutter Charge Placed, Effective range 15m!" remoteExec ["hint"]; _charge = _this select 6; 0 = [_charge] spawn { _pad = createVehicle ["Land_HelipadEmpty_F", player, [], 0, "CAN_COLLIDE"]; _charge = [_this, 0, objNull] call BIS_fnc_param; waituntil {sleep 0.1; isNull _charge}; { _x setDamage 1 } foreach (nearestTerrainObjects [_pad,["tree","bush"],15]); deleteVehicle _pad; } } } ]; Never be at the mercy of vegetation again! Now my Problem. The above code works everywhere except Tanoa. Tanoa's trees: 1, Don't have a "ruin" model, or destroyed state that they can be put in. Even when damage set to maximum, they still stand. 2, they don't have a configure class. The dubug console command hint str(typeOf cursortarget); copyToClipboard str(typeOf cursortarget); that I got from Haleks in the post always returns "". Which according to the description in typeOf means they don't have a config class. Making them nigh impossible for me to target by classname directly. So I went with a hideObjectGlobal approach that works on locally hosted games, but not on dedicated servers. Tanoa Tree Hider eventHandler. player addEventHandler ["fired", { if ("SatchelCharge_remote_ammo"== _this select 4) then { "Tree Cutter Charge Placed, Effective range 15m!" remoteExec ["hint"]; _charge = _this select 6; 0 = [_charge] spawn { _pad = createVehicle ["Land_HelipadEmpty_F", player, [], 0, "CAN_COLLIDE"]; _charge = [_this, 0, objNull] call BIS_fnc_param; waituntil {sleep 0.1; isNull _charge}; { _x hideObjectGlobal true } foreach (nearestTerrainObjects [_pad,[],25,false]); deleteVehicle _pad; } } } ]; I am too wrapped up in my own conundrum to see the solution. Would someone please show me the corrections that need to be made in order for the Tanoa tree hider event handler to work on dedicated servers. Thank you for reading and I hope the these tree cutters help you dominate the battlefield!
  22. Hello everyone! Sorry if I post a duplicated topic, but I still need a help. I have a problem that I couldn't find a solution to. On my dedicated server I need to handle players when they connect to a lobby, but unfortunately the onPlayerConnected event doesn't satisfy my needs. The problem is the onPlayerConnected and its stackable version only appear when a mission is started and it's doesn't work when there is the lobby or a briefing time. I would like you guys to give me some possible solutions, I just need to call a script when a player connects to the server in any time. Thanks in advance!
  23. Hey there! I set up a dedicated server on a secondary computer. I’m trying to launch the server with UPnP but it keeps showing up as failed in the log. I can still join the server on my main PC, but I think that’s because I’ve already port forwarded my router. My friends can’t see or join the server. I really don’t want them to have to go through and port forward their router because its such a hassle and they don’t play as much as I do. I’ve also done the win+R -> services.msc to turn on UPnP. I’ve even gone as far as to turn off my windows defender firewall. I’m at a loss of what to do.
  24. Destroyer65447

    Immortality bug

    Hello everyone, I'm new to the whole running a dedicated server thing and I have run into an issue that i don't know how to solve. As the title suggests whenever my buddies and I load into the server we notice that we are immortal to an extent. Bullets don't hurt us but explosions and vehicle crashes do. Has anyone run into this before? If you have what did you do to fix it?
  25. Hello gents, I am having an issue with Custom Images from Eden editor. I have followed all steps(using ACE Slideshow, and the innit) this setObjectTextureGlobal [0,"Images\Image.jpg"]; for changing billboards images. In these steps, you put all the images that you want to be able to found inside the actual mission file. Everything works once I'm in the editor and testing it, the ACE Slideshow works perfectly fine and all the custom images I put on signs work. However, once I transfer the .pbo file onto my dedicated server, log in as an admin, set the mission, it loads, I select the role I want to be on, then I just get an infinite loading screen. I also tried uploading the entire folder that includes the .jpg pictures into my server mission file, however, the admin panel I'm using won't allow anything but .pbo files onto it. Anything helps, thanks