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Found 89 results

  1. Hello everyone, and thank you for taking the time. I have returned to Arma 3 mission making and server hosting after a break, and have been really excited to get going. I know some ins and outs how to manage a server, and do some troubleshooting already, when it comes to mission making, scripts, and to find out problems with the server and the logs. However, this issue is not something that I have managed to resolve as of yet; There is some kind of desync issue with the server, sooner or later as I am hosting an operation, or another gamemode such as Escape, sooner or later at some point the server will start to desync strongly in periods .. like when AI is spawning or moving about. I have tried to run the missions without some scripts, to test if it fixes the desync but it hasn't .. so I was thinking maybe there is an issue in the mod list, somehow, or corrupted files in the server, or something to do with the server getting overloaded and too busy .. which has led me to read about Headless Clients, which is too complex for me. Current mod list during operations; Mod list during Escape (custom modded); Keep in mind we experience same desync issues, with both mod lists. Perhaps answers can be found in the log, I appreciate if anyone could take a look; This is the log from yesterday when we were playing Escape Tanoa (custom with mods).
  2. Hi guys, I've been steadily producing terrible code and making it less terrible as I go. I'm still having problems recognizing locality of certain commands, and when/who needs to execute the specific code. Thanks for your help, as I continue to produce horrible scripts! What I'm trying to do 1) Players use an addaction to start an event (working) 2) Players are transported into a plane (working) a) the plane begins to get shot down (crash) (working) b) some radio chatter (text and sound), and music plays (only working for the player that triggered the action ("player1")) c) some explosion happens and an engine fire starts (working) d) the plane is forced downward (working kind of brute force though) 3) Players encounter another explosion at low altitude (working) a) players are knocked unconscious (only working for "player1") b) random clutter is spawned based on player count (working) c) players are stripped of random items and those items are placed in some boxes (half working only player1 loses items) 3) Players awaken to a crash site (working again only player1 was unconscious) a) music switch to shorter track (working only for player1) b) static engine noise plays from the wreck (working for playe1 only) I have also noticed that for "player1" the events progress linearly through the script, but for the other players that is not necessarily the case. I was poking around and it sounds to be scheduler related, but I'm not quite understanding how to work around that. Ideally all of the events in my script would happen synchronously and in the order they are shown in the script. Any help in pointing me where to go from here is much appreciated, script and description.ext to follow. description.ext Crash.sqf
  3. Hi all, I'd like to better understand the JIP parameter used in remoteExec command. I read tons of pages (most of them are rather questions than answers) and of course several times the BIKI pages about remoteExec and JIP things. If I clearly understand, the JIP is set to FALSE by default. That means the code will not fire for a JIP as there is no "message" in queue. I guess the message is a kind of string code but there is no example or plain explanation about that. Anyway, here is my 2 cent question: I'm testing a mod on a server dedicated + client on the same PC. A script allows me modifying the loadout on pylons of a jet. This script is located on server where the aircraft is spawned. So, as setPylonLoadout is effect local , (really strange for a recent command!), I have to remoteExec this command everywhere. I forget the JIP thing, just remoteExecuting the command. OK. All is fine so far. Now, testing the mission, as client of my own dedicated server, I can see the new pylons and they are operational. BUT: If I disconnect and reconnect (the server is set to let the mission run when no player), I'm joining the ongoing mission and , by some way I can't understand, I can see the new pylons on the aircraft. On my mind, if no JIP parameter on remoteExec, the client has no info on what was remoteExecuted, so should see the standard loadout of the spawned aircraft. So, JIP or not, in what cases? Is there some exception on vehicles/objects? Isn't it a waste of net resource to JIP for nuts some parameters? but which ones? Thanks for reading.
  4. 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?
  5. Simple support system for Arty, Ammo drop, CAS, Transport, dynamic with mod support, virtual, white-listing. Works with team-switch GitHub Link Place the required modules, Place one support requester module named SupportRequester Then place virtual Support modules for each named; ArtilleryProvider, CasProvider, TransportProvider, AmmoProvider, HelicasProvider using the virtual support module Sync each virtual module back the the main SupportRequester module. You can also sync the main supportrequester back the a HQ module for audio announcments. I will include a picture to show modules. This is repeatable server side, can use all modules or just 1.
  6. Hi everyone, I'm quite noob when it comes to the server-client interaction in arma, so please bear with me on this one. So I was testing a mission with my friend, with him being the server. I noticed that when my position was close enough to him, nothing seemed out of the ordinary, but when we're sufficiently far apart, like at least several kilometers, enemy AIs stopped responding to my gunshots (not going to alert) and will not try to engage, until I'm close enough to them (like 200m+ or so, even when they have weapons with long-ranged scope), while my friend, being the server, did not notice any problem at all (he still got sniped from 600m away). We tried some other simple scenarios and this kept happening so I concluded that it must have been arma's client-server thing. I've tried googling for the reference information about this but so far no luck, though pretty sure I'm just missing the right keyword, so can anyone please refer me to the relevant arma wiki page or any info page about this? Another question is, if this is indeed an issue with arma client-server interaction, would using dedicated server address this? Thank you in advance!
  7. 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.
  8. Hello, In my clan we're trying to establish a dedicated server like we did in the past and it doesn't seem to work. We tried establishing the server using two different machines, several different ports, and some other settings - the system is showing that the server is running but not showing up on the multiplayer servers browser. What could be the problem?
  9. Hello, I need some help with this. I want to save a players position, loadout and maybe group when a player leaves the server. As we have some problems with people crashing or having IP resets or just needing to restart, this would be really neat. I looked at onPlayerDisonnected and the EH PlayerDisconnected, but I don't really know where to save the data, and how to get the position. Any help would be appreciated! -Dj
  10. Here's the server log: https://pastebin.com/hbyiXFJK I use LGSM, the machine has 96gb ram, 3ghz 8core 16 thread dual cpu (intel). Ubuntu 18. I was getting another error before this one when it kicked me: 12:42:28 BattlEye Server: Connected to BE Master 12:42:33 BEServer: cannot find channel #481584431, users.card=0 12:42:35 BEServer: cannot find channel #481584431, users.card=0 12:42:40 BEServer: cannot find channel #481584431, users.card=0 12:42:43 BEServer::finishDestroyPlayer(481584431): users.get failed I did a reinstall, changed some elements of the mission file and now I don't get that error, but I still get kicked and the console is flooded with: 5:04:30 File A3\Functions_F_Warlords\Warlords\fn_WLSectorPopulate.sqf [BIS_fnc_WLSectorPopulate]..., line 118 5:04:30 Error in expression <ts _newGrp < 3} do { _newUnit = _newGrp createUnit [_unitArr # floor random _uni> 5:04:30 Error position: <createUnit [_unitArr # floor random _uni> 5:04:30 Error Type Any, expected String The server seems to be up and running, it shows on the server list, just when I connect I get sent back to the server list with no pop up message.
  11. 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
  12. Hey everyone, we have released a first iteration of the Linux Dedicated Server as reported in SITREP #38. It's still a little bit experimental so we would very much appreciate your feedback and experience running it. Please report any bugs to our Feedback tracker (use the fields Platform, OS and OS Version to describe you distro as best as you can) while general feedback should go directly into this thread. There are some known issues so be aware of them when you run the server: Also note that java version 7 is required to run the server (even though it's disabled in-game) so you will have to set path to 'libjvm.so' correctly for your distro. Example usage on my debian: LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-7-openjdk-i386/jre/lib/i386/jamvm ./arma3server -netlog -config=Arma3_Server.cfg Enjoy!
  13. Greetings to all. I usually use this script to spawn (on trigger position) hunters to hunt the players (on foot) in my multiplayer mission (dedi) and its works perfect. But updating the mission and adding vehicles for the players I realized that when a player is inside a vehicle and activates the trigger and then gets off the vehicle and continues on foot, the hunters reach the position of the abandoned vehicle and stop there, do not continue chasing the player on foot. Any help or advice is welcome. Thank You! Trigger size: 390 x 390 Activation: Any Player ActType: Present Server Only: yes Cond: this OnAct: null = [thistrigger,thislist] execvm "4hunters.sqf"; 4hunters.sqf _PosTrigger = _this select 0; _objetives = _this select 1; _objetive = _objetives select 0; if (isserver) then { private ["_hunters", "_leaderhunters"]; _CountEnemies = {alive _x && side _x == independent} count allUnits; //Spawn hunters if less than 100 enemies on the map if (_CountEnemies < 100) then { _SpawnPos = position _PosTrigger ; _hunters = createGroup independent; _hunters = [_SpawnPos, independent, ["I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F","I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F"],[],[],[],[],[],260] call BIS_fnc_SpawnGroup; //Move to player position _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0; 0 = [_hunters,_objetive] spawn { while {true} do { params ["_hunters","_objetive"]; sleep 3; //If the player who activates the trigger moves more than 400 meters away, the hunters are deleted if ((_objetive distance (leader _hunters)) > 400) exitWith { {deleteVehicle _x} forEach units _hunters; }; }; }; //When the hunters reach the position where the trigger is activated (and the player is not there) wait 3 sec and update the player's new position. while {true} do { // _leaderhunters = leader _hunters; if ((unitReady _leaderhunters) && {(alive _leaderhunters)}) then { sleep 3; if (({ alive _x} count (units _hunters)) != 0) then { _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0;};};}; }; };
  14. 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[] = {""}; // list of IP addresses allowed to connect using headless clients; example: {"", ""}; localClient[] = {""}; // list of IP addresses to which are granted unlimited bandwidth; example: {"", ""};
  15. I have a decent understanding of locality. And I've read the Biki pages on BIS_fnc_MP and remoteExec. I understand that remoteExec is the newer, preferred approach, but that the other still works too. But I have not been able to wrap my head around the syntax/usage of either of these. So I'm asking for someone who really does understand them to expand on what the Biki has and explain the usage -not just syntax, but how to use it in different situations. A variety of examples (and why it's done the way it's done in each example, and the effects of the variations) would be awesome. Anyone able to do this? It'd be a real benefit to all of us who make multiplayer missions!
  16. Hey guys, as i bought the Creator DLC, i first edited the new Wefelingen map in the EDEN Editor for a little nice base for my ZEUS missions. When i had it finished, i uploaded it to my Nitrado Server via FileZilla. As i joined in the lobby, the lobby started "flashing" with errors in the bottom left corner. I already put the "-mod:gm" in the modification field. And i tried it again with no assets or other buildings. I simply have the spawn and the roles on the map. I tried it with the winter map and the normal map. As i cant edit the files i dont know how to fix it. The only mods i have loaded are: - Achilles - CBA_A3 I hope you can help me 🙂
  17. I have searched both google and the forums for this and see a couple answers to this question that do not make sense to me. I have a couple different firing ranges for my unit that are run via script. They work correctly in both hosted and on the dedi with one small exception. The rangemaster - which is a recording of one of our members played in the script - only executes on the player that activated the firing range, even though the range itself is working for every player on the server. I am 100% sure that it is a locality issue, as the addAction that calls the sqf is located in the init.sqf of the mission. I keep finding answers that have things like this: [Computadora1, ['Disparar a Barco',{<your code here>}] ] remoteExec ["addAction",0,true]; But I do not understand exactly what it all means as most people just provide a script and not an explanation of why it fixes the issues. My question is: how do I execute the addAction in game via remoteExec so that all players can both see the range and hear the rangemaster? Below is a snippet of my range code that involves the recordings - just to ensure that I haven't made a boneheaded error. init.sqf range4.sqf (partial) Thank you all in advance for the help!
  18. Hey Guys, I made a python script to automate updating my server and figured I'd share. I've only tested it on Python 3.6 but I think it would work for any version. Just update the directories and files section to where your stuff is located. The "Steam Workshop IDs.txt" file just contains the workshop item number and a human readable string which automatically gets changed to a lowercase name without spaces. It uses a symbolic link to add the mods to the server's addons folder instead of moving it so updating works without redownloading everything. I know theres a bunch of GUI server managers out there, but I don't like the complexity that adds and this way I can just SSH from any device to update/boot my server. Update.py import os import sys from subprocess import Popen, PIPE, CalledProcessError, DEVNULL, STDOUT, check_call import glob armaServerAppId = "233780" armaClientAppId = "107410" modsDirectory = "C:\\Users\\arma\\Desktop\\Arma\\Master\\addons\\" keysDirectory = "C:\\Users\\arma\\Desktop\\Arma\\Master\\keys\\" armaDirectory = "C:\\Users\\arma\\Desktop\\Arma\\Master" steamCMD = "C:\\Users\\arma\\Desktop\\steamcmd\\steamcmd.exe" steamContentDirectory = "C:\\Users\\arma\\Desktop\\steamcmd\\steamapps\\workshop\\content\\" + armaClientAppId + "\\" steamTempScript = "C:\\Users\\arma\\Desktop\\steamcmd\\tempUpdateScript.txt" steamAuth = "C:\\Users\\arma\\Desktop\\steamcmd\\auth.txt" workshopItems = "C:\\Users\\arma\\Desktop\\Arma\\Steam Workshop IDs.txt" userLogin = "" userPass = "" def updateServer(): print("Updating Server...") # Get the users login checkUserLogin() os.system(steamCMD + ' +login ' + userLogin + ' ' + userPass + ' +force_install_dir ' + armaDirectory + ' "+app_update ' + armaServerAppId + '" validate +quit') def checkUserLogin(): global userLogin global userPass if userLogin == "": userLogin = input("Steam> Username: ") if userPass == "": userPass = input("Steam> Password: ") def copyKeys(): for filename in glob.iglob(modsDirectory+'**\\*.bikey', recursive=True): os.system("xcopy " + filename + " " + keysDirectory + " /s /y") error = "" os.system('cls') try: with open(steamAuth) as f: for line in f: info = line.split(" ") if len(info) == 2: userLogin = info[0] userPass = info[1] except: pass while True: userInput = input("Main Menu \n1. Update Server\n2. Update Mods\n4. Update Keys\n4. Exit\n" + error + ">> ") error = "" if userInput == "1": updateServer() input("Press any key to continue...") os.system('cls') elif userInput == "2": # Get the users login checkUserLogin() # Clear the temp script file = open(steamTempScript, 'w') script = "@ShutdownOnFailedCommand 1\n" script += "@NoPromptForPassword 1\n" script += "login " + userLogin + " " + userPass + "\n" script += "force_install_dir " + armaDirectory + "\n" mods = {} # Loop through each item in the workshop file with open(workshopItems) as f: for line in f: modInfo = line.split(" ", 1) steamWorkshopId = modInfo[0].strip() modName = modInfo[1].strip() modFolder = "@"+modName.replace(" ", "_").lower() mods[steamWorkshopId] = {"name": modName, "folder": modFolder} script += 'workshop_download_item ' + armaClientAppId + ' ' + steamWorkshopId + ' validate\n' # Make a link to the downloaded content (way better than moving...) symLink = modsDirectory + modFolder if not os.path.exists(symLink): os.system('mklink /J ' + symLink + ' ' + steamContentDirectory + steamWorkshopId + '\n') script += "quit" file.write(script) file.close() # Run the script print("\n=====================================\nLogging into Steam...\n=====================================") with Popen(steamCMD + " +runscript " + steamTempScript, stdout=PIPE, bufsize=1, universal_newlines=True) as p: for line in p.stdout: line = line.strip() if line != "": if line.find("Downloading item") != -1: downloadingLine = line.split("Downloading item") if downloadingLine[0]: print(downloadingLine[0]) try: modIdLine = downloadingLine[1].strip().split(" ") steamWorkshopId = modIdLine[0] print("\n=====================================\nDownloading "+mods[steamWorkshopId]["name"] + " ["+str(steamWorkshopId)+"]...\n=====================================") except: pass else: print(line) # Automatically copy bikeys over print("\n=====================================\nCopying addon keys...\n=====================================") copyKeys() input("\nPress any key to continue...") os.system('cls') elif userInput == "3": # Search for any bikeys and copy them into keys folder copyKeys() input("Press any key to continue...") os.system('cls') elif userInput == "4": sys.exit(0) elif userInput == "": os.system('cls') else: error = "[ERROR] Unknown choice. Try again\n" Steam Workshop IDs.txt 450814997 CBA 463939057 ACE 708250744 ACEX 773131200 ACE Compat RHSAFRF 773125288 ACE Compat RHSUSAF 689845793 ACD 853743366 CUP Terrains CWA 583496184 CUP Terrains Core 583544987 CUP Terrains Maps 671539540 EM Buildings 753946944 Murshun Cigs 498740884 Shacktac 698078148 Spec4gear 696177964 VSM WARFIGHTERS ... and so on ...
  19. Arma 3 Linux server and mod updater (workshop) A python script that updates your server and mods. Just edit the variables in the "Configuration" region to your liking and run the script. :-) Features: Update Linux server binaries Download mods from the Steam Workshop Update mods from the Steam Workshop Converts all mod files and folders to lowercase Creates symbolic links with human readable names (e.g. 620260972 becomes @alive) Non-features (for now): Setting up the basic dedicated server Manage keys Requirements: Python 3 steamcmd Steam account with an Arma 3 license (only required for downloading mods from the workshop) License: MIT Download: Arma 3 Linux server and mod updater (workshop)
  20. Hello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
  21. Hello folks, I am currently working on a mission designed for training puposes. The mission is build upon the OlsenFramework, a mission making framework. Links are to either githubs. I am running into the following problem: a) If I test the mission in the Eden Editors host environment and singleplayer, all code executes flawslessly when addEventHandler is used (obviously no MP). b) When tested on a dedicated server, the EventHandlers (addEventHandler and addMPEventhandler) will not fire at all. This was tested via systemChat messages. The code: (All code can be viewed on the github linked, its the latest changes made and the last version tested on the server) A few months back I was given a script by my units training officer to work with popup targets but it was split in a multitude of files and also only worked partially on dedicated, which I did not like so I rewrote it into a single script. The origin of that code is not known to me, so forgive me for the missing credits. In the init.sqf of the mission, I call code which adds a line of code to each targets which apparently is supposed to 'fix' swivel targets not working in multiplayer dedicated environments. This can be found here. As far as I unterstand this is supposed to disable animation control on all clients (including non dedicated servers and HC), but sofar the targets still behave crappy. if (!isDedicated) then { _localTargets = (entities "Target_Swivel_01_ground_F") + (entities "Land_Target_Swivel_01_F"); { _x setVariable ["BIS_exitScript", false]; } forEach _localTargets; }; later I call my script which is mainly in control of the targets: popup.sqf once via the init.sqf to get all targets into a down position at mission start. This works flawless. Fnc_popup is the same as popup.sqf just processed via: Fnc_popup = compile preprocessFileLineNumbers "customization\popups.sqf"; if (isServer) then { [false,"init",500,initCenter] remoteExec ["Fnc_popup", 2]; }; Players being Instructors are makred via a variable "isInstructor" only players with this restriction will have access to the popup addAction ... actions. Which are placed on landBoards in the mission. en example from the addAction.sqf looks like this: Fnc_popup = compile preprocessFileLineNumbers "customization\popups.sqf"; if (!isDedicated) then { waitUntil { (player == player) }; if (player getVariable "isInstructor") then { arBoard addAction ["<t color='#FF0000'>Raise Bunker Targets",{[true,"setup",15,bnkTgts] remoteExec ["Fnc_popup", 2];}]; arBoard addAction ["<t color='#FF0000'>Lower Bunker Targets",{[false,"reset",15,bnkTgts] remoteExec ["Fnc_popup", 2];}]; }; }; This calls a precompiled form of popup.sqf and now the problöem occurs that everything in that popup.sqf works, except for the damn eventHandlers place on the trainingTargets. case init and case reset work, and throw no script errors. This is the popup.sqf file content: /////////////////////////////////////////////////////////////////////////////////////////// //Script to be called by inits or scripts for operating swivel and popup //targets around a specified object "_center". //params: [ShouldTargetsAutoPop?,WhichSwitchShouldRun?,WhatDistanceFromObject?,WhatObject?] //By PaxJaromeMalues /////////////////////////////////////////////////////////////////////////////////////////// params [["_popenabled",false],["_execution","init"],["_dist",25],["_center",initCenter]]; _targets = nearestObjects [position _center, ["TargetBase"], _dist]; _SwivelTargets = nearestObjects [position _center, ["Target_Swivel_01_base_F"], _dist]; switch (_execution) do { case "init": { { _x setVariable ["nopop", true]; _x animateSource ["terc",1] } forEach _targets; { _x setVariable ["BIS_poppingEnabled", false]; _x animateSource ["terc",1]; } forEach _SwivelTargets; }; case "setup": { "setup called" remoteExec ["systemChat"]; if (_popenabled) then { "popup first condition" remoteExec ["systemChat"]; { _x animateSource ["terc",0]; _x addMPEventHandler [ "MPHit", { "popup first condition EH before CBA" remoteExec ["systemChat"]; (_this select 0) animateSource ["terc",1]; [{ (_this select 0) animateSource ["terc",0]; "popup first condition EH in CBA" remoteExec ["systemChat"]; }, _this, 2 + (random 3)] call CBA_fnc_waitAndExecute; } ] } forEach _targets; } else { "popup second condition" remoteExec ["systemChat"]; { _x animateSource ["terc",0]; _x addMPEventHandler [ "MPHit", { (_this select 0) animateSource ["terc",1]; (_this select 0) removeEventHandler ["MPHit",0]; } ] } forEach _targets; }; if (_popenabled) then { "swivel first condition" remoteExec ["systemChat"]; { _x animateSource ["terc",0]; _x addMPEventHandler [ "MPHitPart", { ((_this select 0) select 0) animateSource ["terc",1]; [{ ((_this select 0) select 0) animateSource ["terc",0]; }, _this, 2 + (random 3)] call CBA_fnc_waitAndExecute; } ] } forEach _SwivelTargets; } else { "swivel second condition" remoteExec ["systemChat"]; { _x animateSource ["terc",0]; _x addMPEventHandler [ "MPHitPart", { ((_this select 0) select 0) animateSource ["terc",1]; ((_this select 0) select 0) removeEventHandler ["MPHit",0]; } ] } forEach _SwivelTargets; }; }; case "reset": { "reset called" remoteExec ["systemChat"]; { _x removeEventHandler ["MPHit",0]; _x animateSource ["terc",1]; } forEach _targets; { _x animateSource ["terc",1]; _x RemoveEventHandler ["MPHitPart",0]; } forEach _SwivelTargets; }; }; I have been sitting at this problem for over a month now, and have no idea what I am doing wrong here. Pls help.
  22. I host dedicated server at standalone computer (i5, 8gb ram, GTX660) in my local net, behind the router, port forwarded. So I connecting to this server directly to 192.168.0.... , and my friends connectins from outside through internet. They have normal playable FPS, but not me, I have drops even to 10 FPS, despite I have i5, 16Gb ram, SSD, GTX1060 6Gb. In RPT file I have spam of: "23:29:13 Object id 9f6c9121 (289) not found in slot 402,251 23:28:06 Link cannot be resolved 23:28:06 In last 3000 miliseconds was lost another 2 these messages." In task manager all resources (CPU, GPU, RAM not used even at half). Server config: hostname = **** passwordAdmin = **** password = ***** kickduplicate = 1; verifySignatures = 2; persistent = 1; admins[] = **** enableDebugConsole = 1; forcedDifficulty = "custom"; forceRotorLibSimulation = 1; class Missions { class kp_liberation { template = "kp_liberation.lythium"; difficulty = "custom"; }; };
  23. Re-Activated December 28 2018 to counter the growing threat of CSAT and insurgents forces. All new recruits are to report to their nearest recruiting office for assignment. Recruiting Station https://discord.gg/NHzqFws Who Are We? -We are a Arma 3 tactical realism community for those who seek tactical team play, and others who want to relive that awesome military life with out the garrison customs and courtesy drama like cult thingy. Our community fosters new players and understands most have been playing fortnite, battlefield and Call of Duty their entire lives. We are here to help you transition from run n gun Rambo lone wolf solid snake American sniper tactics into awesome well oiled CSAT killing tactical machines. We also understand that sometimes a lot of what we teach doesn’t make sense to those accustomed to player revives with a dirty reused needle. So here we offer open membership to all our causal players to come and join us on our Dedicated Server and teamspeak channel to help us take some of these towns on the chaotic KP liberation mission. If you find out that you kinda like the team and some of the Official unit members then ask to officially join the unit. What do I have to do to join the Unit? -Good question! Most of that information can be found in that discord channel I posted in the beginning. But to give you a barnie style breakdown, you first need to attend the units basic training which is broken down into 3 30-60 minute sections Red, white and blue phase. The basic training will go over unit standards, tactics and all roles available for you to fill. After that there is specialized courses for various roles. You can specialize in one or be a jack of all trades, it’s up to you! When do you guys play? - the peak hours among the unit is around 1800 Gmt and we normally hold training on Tuesdays and Fridays, with unit operations on Saturdays. Any other days of the week are normally casual days so jump on and have fun. Can I be pilot? -Sure.....in casual gameplay, going to go ahead and assume you just downloaded the game. So if you want to be a unit pilot I’d prefer you practice, and learn to hurry up and wait. Because having planes blaze down an entire village before the troops get there is kinda a immersion killer. Can I fly Transport? -only if you can land Why do you only have slots for certain roles? -let’s put it this way, if your playing on a football team your likely not running the football if your a lineman and probably not catching the football if your the quarterback. Every position has a role and specific task and if one person is not sticking to their role the whole team fails. So in the 32nd ID we build our squads in a way where just about all tasks can be completed with the least amount of players. A Squad typically consists of about 9-12 players —ALPHA TEAM— Team leader Rifleman. (AT) Grenadier Automatic Rifleman --BRAVO TEAM— Team Leader Rifleman (SDM) Grenadier Automatic Rifleman —Command Elment— Squad leader Medic RTO/FO/JTAC Machine Gunner Other roles are planned for the future as the unit expands but for now we ask that players become familiar with the available roles. And fill them when needed. How to I get into the server or teamSpeak? - super easy, first join the discord and look in the appropriate channels or direct connect here: https://units.arma3.com/unit/32ndinfantry Hopefully you fill all warm and fuzzy inside about what we offer here, and muster up the courage to join. If you have any questions please feel free to ask either here, the discord or in game and will try are best to answers all reasonable questions. See you soon........
  24. I've got a little problem with my dedicated server and probably need a small hint on how to fix it. This is the starting situation: - Windows Server 2016 - running A3 stable dedicated x64 - with the mission Domination!A3 3.90 from Xeno - having a headless client connected - and with the ACE3 and RHS mods as well as ASR AI 3. - Important part of the startparameters: " -maxMem=8192 -cpuCount=8 -enableHT -hugepages -filePatching -bandwidthAlg=2 " So all in all, nothing out of the ordinary. However, this is my problem: Whenever I start the dedicated server and the mission, the servers ram fills up in the following hours - ignoring the "maxMem" parameter - until my virtual machine reaches its maximum (Arma3 is at 35GB at this point), then fills the pagefile until the system comes to a complete halt and gets unresponsive. This is the ram filling up over time (and manual Arma shutdown at the very end): The strange thing is that the mission is absolutely playable until the very end when the host runs out of ram. I can conntect to it, I can play on it and nothing is lagging at all. My question for now is: How can I find out the reason for this behaviour and how to stop it. Is there any tool / script / resource to see what exactly is filling up the ram? Or is it only possible to unload the mods one by one and see which may be the cause for this mess (if at all) ? That probably would take days, because the ram is filling up too slow for a quick test. I already talked to the mission creator and he mentioned that maybe one of the mods could be the problem. But as I just said, testing this could take days, if its mod related.
  25. Hello guys, I am VERY new to servers but have some experience building PCs. Just wondering if I could just get an old tray server from eBay and stick an OS on it to run a dedicated server from. The server would be for co-op missions (PvE with AI) for up to around 32 players. I've been looking at an old Dell PowerEdge R710 server with 2 x Intel Xeon X5680s, 2 x 300GB SAS HDDs, 12 x 4GB DDR3 1600MHz memory cards. Would the old machine be enough or am I missing something? Any advice is greatly appreciated, thanks!