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Found 75 results

  1. Ok, I've struggled with this for awhile now and am pretty sure my issue is something small that I'm just not seeing. I just want some fresh eyes to look over my work and tell me what they see. The issue is that my custom difficulty settings don't seem to take. The server comes up fine, people can join, and mods are working great. But I can't get my FCserver.Arma3Profile to be read by the game (I think). When ever I start a mission on custom difficulty I get a default template instead of my settings. This is a Linux server (Ubuntu 18.10) Startup Script: ./arma3server -config=FC.cfg -name=FCserver "-mod=mods/@ace;mods/@ace_compat1;mods/@ace_compat2;mods/@ace_c... File path to Arma Server: gameserver/server/arma File path to Arma 3 - Other Profiles / Arma 3 folders: gameserver/.local/share/Arma 3 - Other Profiles gameserver/.local/share/Arma 3 Inside Arma 3 - Other Profiles is the FCserver folder it contains 2 files and 1 folder: FCserver.Arma3Profile <--- (To my understanding this is the difficulty file) FCserver.vars.Arma3Profile <---(Don't know what this does) Saved <--- (Folder with some steam stuff in it) The FCserver.Arma3Profile was generated by the server automatically, then edited by me (I stole it from the community wiki). FCserver.Arma3Profile: FC.cfg: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Thank you for reading this, overall I've spent the better part of 3 weeks banging my head on this. I am so sure that it's gonna be something incredibly small. I will answer any questions you have for me.
  2. 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.
  3. Altis_Insurgency_2019_RHS.Altis Insurgency style mission complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1565413413 https://forums.bohemia.net/forums/topic/220334-altis-insurgency-2019-rhs/ If you want to try the mission you can test it on my public server link in Discord. To play this mission CBA_A3; RHSUSAF addons are required. The mission is compatible with all addons. To begin using the Software; Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK for the use of their scripts to make some awesome things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 RCANTEC(RyanD) rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  4. 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!
  5. 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.
  6. https://github.com/rcantec/Altis_Insurgency_2019.Altis # Altis_Insurgency_2019.Altis Insurgency style mission complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1561316747 If you want to try the mission you can test it on my public server link in Discord. To play this mission no addons are required. The mission is compatible with all addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie & PHRONK for the use of their scripts to make some awesome things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 RCANTEC(RyanD) www.rytechlab.com rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  7. hello guys, i've an apparently simple problem that i cannot overcome... on dedicated server, i have a object ( Land_Bunker_01_tall_F ) named B1 that i need to move at some point, but being a building players can be inside, so...because i really have to move that specific object, and i dont want players to see it disappear in theyr screen, i imagined some sort of "replace".... so i placed a second object equal to B1, (lets call it B2), gived it the same rotation and position of B1 with this setDir (getDir B1); this setpos (getpos B1); and before move B1 i scripted on server this command: init.sqf: B1move = { B2 setpos (getpos B1); }; ////////////////////////////////////////////////////////////// moveB1 script (relevant part): null = [] remoteExec ["B1move",0,true]; uiSleep 9; B1 setpos _NEWposition; i would expect that B2 is placed exactly at same place as B1...for all clients too being it remoteexec ! but sadly it seems there is a sync problem, because sometimes B1 is moved before B2 is in place (and it have a delay of 9 seconds!!!), sometimes B2 is placed before move B1 but its not in same place, causing horrible glitches... i really dont know what else to do. i just need to exactly match the B1 and B2 position (and orientation, inclination ecc...) and make B2 move in position before B1 is moved away! thanks for any help guys !
  8. I've noticed some really odd behavior when using setPos/setPosASL on a dedicated server. If I'm testing things locally, I can do setPos on a unit in any state and it will always work with no problems. On a dedicated server, it only appears to work if a unit is standing on the ground and is not in a vehicle. If they're in a vehicle or they're falling in mid-air, setPos does absolutely nothing. It doesn't seem to be a locality issue, as running it globally or remoteExec'ing it on the unit seems to make no different, setPos just seems to behave differently when on a dedicated server. Is this a bug or is there something with how that command works that causes this?
  9. 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
  10. I've very nice news about headless client (HC) which is variant of dedicated client for server use we will be rolling out soon (days) new test version for both linux and windows - no more steamclient nor steam account with game ownership needed for HC - HC needs only steam dedicated server binary and set of commandline params - auto-connection recognize & detection of HC by server (server needs some config to allow that) - multiple HC per server are supported - HC can be primary used to offload AI work and secondary for some script jobs - logic for mission & scripting operations with HC introduced - HC are autoassigned to slots - HC are not visible to players - HC are visible to admins - HC isn't counted against playercount in server list - BattlEye supported (1.36 RC2 released 28.11.2014 18:00 CET) today's DEV: •Added: Enable new headless client implementation - see https://community.bistudio.com/wiki/Arma_3_Headless_Client for more details note: known limitation, none (except some AI bugs, need repro/confirm) note: what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that post bugs, feedback and ideas below
  11. Not sure why this wasn't obvious, but I was able to successfully finally get a server using TADST. All I had to do was... set up a mission cycle! Not sure why that would matter, but there it is. My guess is that if I had set "-world=empty" as part of the launch line, any of the three setups would have worked fine from the beginning. Newb mistake. I assumed that was taken care of by the built-in tools that I was using. Next step is to try the Linux VM option again to see if I'm right. Even if I'm not, at least I have a working configuration to test. Note to all server admin newbies: Make sure that you set that parameter in the launch line if you want people to vote for missions when the server first starts. Hi all, I'm hoping I can get some help figuring this out. I've been working on this issue off and on for several years without much success. If you're not interested in the back story explaining the context and are just interested in the technical details, jump down to ***. There are about a dozen of us who have been getting together for more than 20 years for LAN party weekends. Lots of beer and whiskey gets drunk, virtual enemies get blown away, and many rounds get expended on the range. All in all, it's always a great time. :) As we've gotten older, we have been focusing more and more on co-op games. It's at the point now that that's about all that we play. I'm the guy who puts together the game servers for these parties so I have a lot of experience doing so. My personal preference is for Linux servers for a number of reasons but I can set up and run a Windows gameserver. Over the years it's gotten harder to find games that allow for setting up dedicated servers for co-op games for more than four players. Frankly, it's gotten tougher to find games that even SUPPORT LAN games well and the ones that do are rarely the ones that support co-op. It's gotten frustrating to say the least. These days we're pretty much limited to games like Red Orchestra 2, Insurgency, and CS:GO when it comes to shooters. Red Orchestra 2 dedicated server is easy. Insurgency dedicated server is doable. CS:GO is easy to set up now that I FINALLY found a game launcher that works and works well. CS:GO gets boring after a while, though. The Arma series is fantastic for this for all the obvious reasons. I used to run a dedicated Arma and then Arma 2 server back in the day so I thought that a dedicated Arma 3 LAN server wouldn't be all that hard. Unfortunately, I have had no luck so far. **** So that's the background. Here is the set up that I'm trying to test: I am not running the beta code. Port forwarding is set up on my router for 2302-2306. Based on an old post that I found I also tried forwarding 8766. For the three server configurations below, I tried using a very simple server.cfg file. About the only variable was trying with loopback both on and off. In all configurations, I was able to successfully start the server. In all configurations, I faced the same problems: I could not see the server on the LAN tab of the in-game browser so I couldn't select it. I also tried but was unable to successfully connect using Direct Connect. At no point did I see any evidence of a connection attempt in the available logs. For testing purposes, I have a single Windows 10 Pro laptop with a 4 core i7 CPU and 16 GB of RAM. I'm using that to both play on and host the dedicated server. The Windows firewall is enabled. Arma 3 is enabled to allow inbound and outbound traffic for both private and Internet connections. Using Hyper-V, I configured a simple CentOS virtual machine (EPEL repository enabled so I could get all of the necessary ancillary library files) with one dedicated core and 4 GB of RAM. This gave me a standalone Linux server with its own IP address. (P.S. If you are unaware, Windows Firewall does NOT affect any Hyper-V VM.) From that configuration, I tried two different ways to set up and run a vanilla Arma 3 Linux server. The first avenue that I tried was the Linux Dedicated Game Server Manager. The second avenue that I tried was to follow the Arma 3 wiki instructions here. As I noted above, neither route worked so I started wondering if the Linux server had been abandoned. Maybe I was dealing with a version mismatch. For my final attempt I tried Tophe's Arma Dedicated Server Tool to start up a Windows based server. I had once used it for Arma 2 with OK results. Going this route, I shut down Steam, used TADST to start the Arma server, restarted Steam, started Arma 3, then tried to connect. Same result as before. At this point I'm at a loss. I have three questions: What on Earth am I missing? What can I try to troubleshoot this? Is there some other approach that I can try with an expectation of success? Any suggestions would be gratefully accepted. TIA
  12. Sandstorm

    Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1478897076 # Sandstorm.takistan Git https://github.com/rcantec/Sandstorm.takistan Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some cool things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  13. I made this quick video tutorial to help out with server setup.
  14. 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)
  15. 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!
  16. 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
  17. Hello everyone, and thank you for taking the time. I have now spent a good while in attempts to troubleshoot a particular issue with my dedicated server. As the title of this topic says, I have an inventory issue, and far as I know .. I have no modules or code lines that should prevent taking inventory from units on my server. In the Eden Editor, everything works fine, I can pick up any piece of equipment that I choose to, but when I upload the mission on my server .. some items I can pick up and some items refuse to be picked up. I have tried dragging them to the ground as well, but despite many different attempts I have not managed to solve this issue. I did not manage to find any other topics on this matter, only people who seek to restrict players from looting, but in my case it is the opposite .. players are unable to pick up items that they should be able to. The server should have all the latest versions on my mods, the server files are updated and validated. Does anyone know how to proceed with a matter as this? Thanks in advance.
  18. I put together my collection of files that I use to quickly make a dedicated windows server. GitHub Link -> Serverfiles Server Files Files required for a dedicated Arma III server on Windows. DirectX Visual C++ Redistributable 2015 x86 and x64 You also need steamcmd from here -> SteamCMD File Topology 3 Directories are required. You can use any local, virtual or network attached drive. E:\A3Files E:\steamcmd E:\A3S1
  19. Hello, I thought the following script would remove all magazines from a soldier (be it a dynamically spawned AI or human player) upon getting killed but for reasons unknown to me nothing gets removed ever: _removeMagazinesFromAnyone = addMissionEventHandler ["EntityKilled", { params["_killed","_killer","_instigator"]; if (_killed isKindOf "CAManBase") then { (_this select 0) spawn { sleep 1; {_this removeMagazine _x} forEach magazines _this; }; }; }]; When testing the script with a mission on a dedicated server there's no script errors. What gives in this case? All in all I'm looking for a script that would remove everything* else from killed units except the containers (vest, backpack, uniform) they use to carry stuff. *though not necessarily main weapon since there's another script that makes picking one up not possible Edit: Solved by using in this case removeMagazineGlobal instead of just removeMagazine
  20. I have stumbled across an issue with the mission I am working on for my server, it works really well once tested on my client and in the editor. However, once I upload it for testing on the dedicated server, the mission goes wild. It makes units fall down through the ground after you spawn in and vehicles makes flips, they explode and start burning all across the map. Units and vehicles are affected, not static objects such as sandbags. Does anyone know what might be the cause of this issue? It really confuse me, because to my knowledge, there is nothing obvious that should be causing this issue. The units across the map keeps flipping up and down beneath the ground like this. None of my other missions behave in this way, I assume it is mission related?
  21. Hello everyone, and thank you for taking the time. I have now spent quite a lot of time going through the forums and have a lot of experience with mission making and server management myself, however I have a query to anyone who might know more than me on this particular matter. Running a dedicated server and i am trying to make respawning work on the server in a particular behavior; Been looking for the following: - Respawn inside a particular vehicle on dedicated server, not on the ground. - Respawn countdown/timer. - Something like a spectator camera when you are waiting for the countdown/timer (watching a black screen or a map screen is not that fun, more fun to watch other players you play with in the same team/side). I have been trying to tackle this forever, but the respawn system in the editor seem to only work with respawning on the ground not in a vehicle. It works in the editor, but when I run it in the dedicated server everything glitches and blows up, and the respawn vehicle falls deep below the map you can't interact with it only as zeus. I understand a dedicated server needs external files such as a Description file for this. Does anyone know any scripts or how I can make this work? Cheers. --------------- EDIT: I managed to set up a file called OnPlayerRespawn with the following code and it works: player assignAsCargo heli1; player moveInCargo heli1; However, I can't figure out how to make a respawn timer for it or make a spectator camera for the code. Right now the second a player die they instantly respawn inside the vehicle. Any suggestions? --------------- EDIT 2: After hearing I can syncronize the respawn module simply with an empty vehicle, I am having a persistent issue that I have not managed to solve as of yet on my own. But the respawn window is empty, it says disabled and I get no options to choose from. An error that says at the bottom left too. https://i.gyazo.com/f6de357a48cb5f545a12ca521ca4bc01.png
  22. Hi, I need help! when I start the dedicated server using TADST, with the mod ASR_AI3, which I try to access a mission, it tells me the following error: Script \userconfig\asr_ai3\asr_ai3_config.sqf not found and take me out how can I solve that? try applying -filePatching, but nothing Can somebody help me?
  23. hello, I would like to start a new EXILE server. There are up to 70 players up, there are about 100 AI, and little mods. Which of the 3 servers in the picture is recommended? Thank you in advance for the answers.
  24. Well I'm trying to configure a standard, basic dedicated servcer in G-portal.com, big problem for me, all wiki inisde the portal was in German, i didnt change anything from the server installation, I cant see the server insiode steam launcher, neither a3launcher, cant connect using direct connection, not sure if i need to do anything else. Are someone here that use G-portal as server host, to give us a hand and help? Regards
  25. Hello right ive been able to do the zeus for #AdminLogged however i also want to try and get a slot active for a member of the public without admin rights. ive tried the classic variable name job but that actually doesn't work. I know there is the GUID but im not going to know a random member of the public's UID. it works on the editor and local host but not dedicated. any ideas? thanks in advance ps. I am using TADST tool and the arma 3 server tool. and the curator mod is ticked
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