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Found 16 results

  1. Hi, I have the problem on headless client AI. Seems to be ignoring Custom difficulty settings and is on godly level of shooting. If it sees you, you get inmediately a headshot. Other AI on the server side seems completely normal. I spawn AI on headless by the most vanilla way possible: HC1Present = if (isNil "HC1") then {false} else {true}; if (HC1Present && isMultiplayer) then { if (!isServer && !hasInterface) then { []execVM "ai.sqf"; } else {}; } else {hint "Headless not initiated!"}; How to make headless AI have the custom difficulty set by the server profile?
  2. I am pretty new to scripting and Arma 3 mission editing in general. I want to create a template mission that I can copy code from and such for future missions, I am currently trying to figure out spawning AI with triggers and have made a separate post on that topic. I want to implement a headless client into this mission to improve performance, I want to avoid using mods if possible and would rather keep everything vanilla. I have looked into the Headless Client wiki page and many videos and guides, however I am still pretty much at square one trying to figure this out. Essentially what I want is for AI spawned via triggers, throughout the mission to be automatically transferred to the headless client if one is available, otherwise to continue normally if there is no headless client available. I would also like to know how to setup the headless client in general, my smooth brain does not understand the explanations given on the wiki page for the Headless Client, a step by step explanation would be very useful to me. Thanks any help is appreciated. ❤️
  3. Okay, the short and sweet run down. My headless client is deleting the waypoints that are created by the dynamically spawning AI script. The AI are being spawned by a script in a PBO and I would prefer not to have to unpack the mod and reupload it with alterations, the simplest method for me is to create a script on a trigger once any EAST units are detected within the trigger area to move to the waypoint "Base" This is what I have so far, but it's not working Trigger is named AzovTrigger Condition: Opfor Activation Type: Present Repeatable: Yes {if ((_x != player) && {(side _x) == east && {_x distance AzovTrigger <= ((triggerArea AzovTrigger) select 0)}}) then _x doMove(getMarkerPos "Base"); forEach allUnits Any and all assistance would be appreciated
  4. Introducing ZHC! ZHC is a mod based Headless Client system created for Arma 3 that is designed to be flexible and efficient for both large and small communities. It is designed to be completely flexible with features and functionality through the use of CBA Settings and Keybinds. You can read about it more, report bugs, make suggestions, and help contribute on Github! https://github.com/TMZulu/ZHC Core Features Complete Flexibility of Functionality Through Use of CBA Settings and Keybinds Adjustable Timing Expandable HC Limit HC Rebalancing Server and HC FPS Display Message-based Debug system Visual Debug System Dynamic Simulation Support (Experimental in V1.1.0) Additional Features Zeus Holding / Transfer Control Emergency Offloading (HC/Zeus Disconnect Handling) Unit HC Blacklisting Achilles/Ares/ZEN Garrison Compatibility Naked Unit Prevention/Reduction Server Statistics Markers And More! Downloads Download ZHC Available on Steam Workshop Requires CBA
  5. EDIT: Please note I have removed the old versions from the workshop and replaced them with a single version which is both SP and MP compatible. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1681681569 Or download from Google Files: https://drive.google.com/file/d/1HyTACnWLHRI556LovNaGVVFOUwnYaqGY/view?usp=sharing Addons: Only CBA required DLC: Apex Features: HETMAN NR6 Edit: Real time AI commanders on both sides . Playability: Single player or CO-OP. Single Player - performance may dip but will improve as the mission goes on. Multiplayer - Dedicated server with support for up to two Headless Clients. Please note: if you die in multiplayer you need to go back to the lobby and select another slot. Not tested on a local host. CSAAF: Fed up with fighting CSAT aliens? Fight CSAAF instead. Switchable Group Map Icons: Turn on or off using the Radio menu (0-0) Optional: Load CBA mod for more detailed group names, some still need to be added TeamSwitch: Press U to switch roles and fight the war from a different perspective. Zeus: TeamSwitch to the Zeus slot and press Y .Watch the war being fought. Please note: using Zeus to add units in multiplayer may cause strange effects. Credits:Rydygier for creating HETMAN and NinjaRider600 for taking it to a whole new level. Revo for 3den Enhanced . Changelog: 29/07/19 End triggers added and lots of tidying up. You can now win the mission by reducing enemy strength to less than 30. Original post: Hello, Im pleased to release the beta of my first mission based on HETMAN NR6 edition. https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410 There are two versions including a dedicated server compatible version with support for a single headless client as well as a single player version. The headless client is managed via Whertles Headless Script. My aim is using the awesome HETMAN NR6 script to create a real time large scale dynamic battle. Please note my scripting knowledge is virtually non existent and this is my first mission for a dedicated server. I have managed to get it all to work however I suspect there are better methods I could use. Any feedback is appreciated. Please read the description on the workshop page. Best Regards Mack
  6. Got a question about this command line -bandwidthAlg=2, that work too for the HC ? or its just server side ?
  7. Hello! I recently some headless clients to my 100ai server and now it's running so much better! (I am using Werthles Headless Client) The server has lootable crates that the ai gear up at that (they loot houses.) While the ai not controlled via headless clients are fully geared, I noticed that the headless clients only grab a vest, nothing more, nothing less, they are ONLY looting that one vest and not guns ammo etc despite them being in the crate they're looting for. (once more, as I note ai NOT controlled by the headless clients are grabbing helmets, ammo guns etc.) Below are some of the mission scripts that are involved in looting, perhaps this can provide help. WeaponFind.sqf (switches to WeaponTakeND.sqf or NextAction.sqf ) WeaponTakeND.sqf NextAction.sqf AddAmmo.sqf DropLootTake.sqf Any help would be very much appreciated!
  8. We are currently using a Headless Client for the AI. I am noticing that the AI walk around when under fire, seemingly ignoring our shots. Every once in a while they will start to shoot back but then they get up and return to walking again. Any ideas? Video Evidence:
  9. On my server all enemy and friendly AI are spawned by an admin using Zeus. A common problem we have is when the Zeus spawns a large firefight between friendly and enemy AI for the players to participate in. I'll be in a vehicle with the Zeus and will be getting close to normal performance; Meanwhile his game will be nearly unplayable because of the strain that the AI he's spawned are placing on his client. At the same time the dedicated server will be performing better than any of our clients because it's under virtually no load other than forwarding network information. I did try setting up a headless client with Werthles' Headless Kit but that proved to cause numerous problems with the server; Along with the fact that the headless client placed considerable additional overhead load on the system even when no AI were loaded onto it. Is there a way I could adapt a current headless client script to load the AI onto the server instead of an actual HC? I'm a complete noob at scripting so I probably couldn't make one from scratch without a large amount of assistance. If someone already has such a script and would be willing to share that'd be much appreciated. Or if there's an easy way to convert a current headless script like Werthles' that'd be amazing. Thanks in advance for any assistance!
  10. So im having issues getting my headless client to work. I have a dedicated box setup in France rackspace and I am running a dedicated server. Before it was no problem to run a HC from the same machine as the dedicated server within the same server folder. But I found after arma3 update of 1.58 this was no longer possible. I can remote connect from another IP address to the server as a HC and that works fine, it is only when I try and connect within the same machine i use commandline start "Arma3" /min /wait "arma3server.exe" -client -port=2342 -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;" -world=empty -noPause -noSound I have also tried start "Arma3" /min /wait "arma3server.exe" -client -ip= -port=2342 -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;" -world=empty -noPause -noSound and start "Arma3" /min /wait "arma3server.exe" -client -ip= -port=2342 -profiles=hc -name=hc "-mod=@Exile;@A2OP;@ryanzombies;@RZInfection_for_Exile;@NATO_Russian_SF_Vehicles;@NATO_Russian_SF_Weapons;@EBM;@RDS_Civilian_Pack;" -world=empty -noPause -noSound in my server.cfg I have localClient[] = {,}; headlessClients[] = {"",""}; battleyeLicense=1; when i start up the server it starts fine. when I start up the hc, i get the white box like so my hc rpt shows: the server shows the HC is loaded fine <FuMS:vExile.1> Init.sqf: Server side FuMS initialized and operational." so from my pc here in canada I have arma 3 dedicated server installed, with the same mods, and I use the same batch file and i get the same issue. start "arma3" /min /high "arma3.exe" -client -connect= -port=2342 "-mod=@Exile;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@A2OP;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@Zombies and Demons;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@RZInfection_for_Exile;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@NATO_Rus_Vehicle;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@NATO_Rus_Weapons;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@Extended_Base_Mod;D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@RDS Civilian Pack;" -nosound So then i tried running hc bat from my actual arma3 game folder to the dedicated server and guess what! so it seems that an arma3server.exe cannot connect to the hc, but an arma3.exe can. How can I get around this, is this a bug? I use to be able to use the same arma3server.exe to run the server and the hc on the same machine.
  11. Hi All, Tonight we made an SDV insertion. When we changed from the wetsuit & rebreather to the uniforms&vest in our backpack... we were seeing everyone naked.... But when we looked at ourself we were all dressed up correctly with vest&Uniform. Any hint? -We are on a dedicated box, with 3 Headless managed by wearthless headless client mod. -Mission created with Eden. -Main mods : ACE, MCC, TASK-FORCE, -Script : R3F & igiload. Cheers
  12. Description: Zeus Integration with Servers and Headless Client aims to transfer all spawns from Zeus, and distribute onto server and headless clients, as well as automatically allow other zeus users to see and edit units placed down. This is all accomplished without any overhead. Everything is handled with EventHandlers, so no messy, constantly running scripts. This mod is designed to be run on server, headless clients, and clients to function properly. Will work with no headless clients, or however many you manage to connect. Will also work with non-dedicated servers. Beta Version 0.3 Features: Adds all players to all curators on respawn Transfers vehicles/units/groups placed by curator to server/headless client Adds placed vehicles/units/groups to all curators Server keys ChangeLog:v0.3 - Efficiency -Changed way MP is sent to be more efficient -Fixed rotation not being retained on moving objects -Fixed a few minor bugs v0.2 - Rotation - Added MP functionality for rotating objects in Zeus v0.11 - Hotfix - Fixed locality not switching correctly - Fixed group leader not being correctly retained - Fixed units in mechanized spawns not being added to curators v0.1 - First implementation - Added - make players visible to all curators - Added - Distribution system to evenly distribute units across all servers and headless clients - Added - make placed units visible to all curators - Added - server keys Known Issues: -Will not add or transfer units placed by init scripts, mission, or various modifications (will not support this as intent is zeus support only) -Air vehicles do not start engines and begin flying immediately after changing height to midair Plans: The intention of this mod is to allow units, such as 72nd Airborne Division that I am apart of, to use Zeus on servers more efficiently. The idea is to allow even more players to join the server with even more AI, with less of a performance impact. - Plan to add configuration to allow weighted spawns. IE, twice as many units being spawned on headless clients than the server. - Plan to add configuration to allow weighted spawns on clients. IE, all clients connected to server will handle 1 AI, when server and headless clients may be running 10 AI each. This will mean more people connected to the server, the better it will run Note- My release model is this. Internal Testing means its an Alpha. Public release without all planned features implemented is a Beta. Full release means all planned features are added to the mod and working correctly. Debug: Downloads: Dropbox- https://www.dropbox.com/s/zqgpihjy0ys3rnu/%40ZISHCv0.3.7z?dl=0 Google Drive- https://drive.google.com/file/d/0B6b2GOkx9cBCUEpDRHVOb3hfTlE/view?usp=sharing Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=639965833 Zeus Integration with Servers and Headless Client v0.3 beta Special Thanks! 72nd Airborne Division for continued support and testing SFC Z. Katz for help with testing Rekkless and the Flying Monkeys In Space, Arma 3 tactical realsim clan
  13. Greetings, I am currently having an issue with my headless client. I had it working perfectly about 6 months ago but now I am having an issue where it is stuck with a loading symbol on the player list. I waited on the map screen to make sure it had fully loaded in, and it has, but for some reason it is not loading fully into the map. The IP is white listed, everything is working well on the connection standpoint, I think it is a mission issue but I'm not sure? It slots itself automatically with the profile HC and playable module I have set, but it keeps getting stuck on "loading profile". Any suggestions would be helpful.
  14. Hello guys, in arma 3 there is an already opened issue. The issue is that a linux headless client (HC) which is connected to a linux game server gets kicked for signature timeout after some time. The command line parameter -cpucount=1 passed at HC start can extend the time until it gets kicked from some minutes (without cpucount=1) to some hours. In my case the HC gets kicked after nearly exact 3 1/2 hours. I wrote a script at my linux machine which reconnects the HC after it was kicked within a minute. Now the problem. I m editing a domination map created by Xeno to implement some minor features. I want that features executed at HC if it is connected. I know that I can detect HC with if (!isNil "HC_D_UNIT") then { _hc_present = true; }; Where HC_D_UNIT is the name of the HCs game logic. What Xeno did in his d_init.sqf is something like that: if (isNil "HC_D_UNIT") then { HC_D_UNIT = _this; }; _this represents the server which means if I try to detect the HC as mentioned above then _hc_present is always true because it points to the server now. I think Xeno did that to ensure that all work which is thought to be done by HC should be done by server if HC is not connected until a timout. I wont change Xenos code cause i dont know what depends on it. What I need now is another method to detect if the HC is present or not. Thank you for any advise.
  15. Hello, i just started reading into the headless client and the concept seems to be quite nice but i have some first problems with it. So i got my self a working local Server. Now when i start the hc with all the needed mods for the mission its running but the logfile is just not complete and the HC is not working as it should. Here is the start param for the the rpt log: start "HC" "arma3server.exe" -client -connect= -port=2302 -mod="@allinarmaterrainpack;@Ryanzombies;@Exile;@zombies_hc;" -nosound -name=HC -profile=HC http://pastebin.com/3fK1mEJX Is there anything that i did't miss and didn't think of? I also tried that the server is named different and in another directory. Interestingly when i remove one mod its loading a bit further like this: http://pastebin.com/WrEAq82A In both cases nothing is crashing, its just not working as expected and its not debugging some test data. I follow this guide over here: https://forums.bistudio.com/topic/178434-arma3-headless-client-guide/ Thanks for any help.
  16. New to Arma 3 administration. I'll post as much info as I can think might be useful. If I need to post more info please tell me what. I have an Ubuntu 14.04.3 headless server running at home. I'm wanting to add Arma 3 game hosting to its list of duties. Specs: Intel Xeon E3-1246 V3 (3.5GHz Quad-Core Processor) 16 GB Ram I first installed steamCMD and then Arma 3. I followed this site mostly to get it running. I am able to connect to the server and play off of it. https://medium.com/arma-3-server-administration/installation-and-configuration-of-an-arma-3-linux-dedicated-server-7875c9030b7#.mvkckrsyk I've managed to create a couple of missions and now I'm wanting to get into adding a headless client. I've followed Monsoon's tutorial for getting a HC running, but something isn't working for me. I've been reading lots of pages, forums, etc. and nothing I've tried seems to work. There seems to be some conflicting information out there for this as far as things used to work one way and now they are no longer necessary. I'm not sure what is current or not. At one point, I was able to get the HC to connect and it would then disconnect on its own within a minute (according to what my terminal was saying). Not successful. Now something that I've changed (and I can't track down what that was) it just starts up as another server instead of as a client trying to connect to the server. When I got to mulitplayer > LAN, it shows two servers. The one I tried to start up as a client is not connectable though, not that I want it there. I'm running the server and HC all on the same machine. I'm running the playable Arma 3 game itself on a separate Windows 8.1 machine on the same LAN. The terminal tells me the Arma 3 server I'm running: Arma 3 Console version 1.54 : port 2302 Arma server config file contents: //source: https:||community.bistudio.com/wiki/server.cfg // server.cfg // // comments are written with "//" in front of them. //Add headless client headlessClients[]={""}; localClient[]={""}; // GLOBAL SETTINGS hostname = "SaltyMedic Server"; // The name of the server that shall be displayed in the public server list password = "XXXXX"; // Password for joining, eg connecting to the server passwordAdmin = "XXXXX"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "XXXXX"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Two empty lines above for increasing interval", "Welcome to our server", "", "", "We are looking for fun - Join us Now !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 1; // If set to 1, Voice over Net will not be available vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system 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 loadFile command (since Arma 3 build 1.19.124216) 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 with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available Arma server startup #!/bin/bash # Wrapper file to start the A3 server # Server installation path #serverConfigDir=â€<a3_install>/public/serverconfig†serverConfigDir=â€serverconfig†# Network settings used in -cfg param networkConfig=â€$serverConfigDir/basic.cfg†# Server configuration settings used in -config param serverConfig=â€$serverConfigDir/server.cfg†# Server profile and difficulty settings used in -name param profileName=â€public†# Server-side mods mods="mods/@cba_a3;mods/@lockheed_c130" # Start server ./arma3server -cfg=â€$networkConfig†-config=serverconfig/server.cfg -name=â€$profileName†-mod=$mods -world=empty -port=2302 -noSound Arma HC startup #!/bin/bash # define directories HOME=/home/steam/ A3DIR=$HOME/arma3/install # setup mods MODS=â€â€; #MODS+=â€@cup;†#MODS+=â€@allinarmaterrainpack;†#MODS+=â€@asdg_jr;†#MODS+="mods/@cba_a3;" #MODS+="mods/@lockheed_c130;" # execute cd $A3DIR ./arma3server −client −connect= −port=2302 −pass=XXXX -noSound −mod=$MODS What the terminal shows where I run the arma server starup: . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:03 BattlEye Server: Initialized (v1.207) 8:19:03 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 8:19:03 Game Port: 2302, Steam Query Port: 2303 8:19:03 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.54 : port 2302 8:19:04 Connected to Steam servers What the terminal shows when I start a HC . . . Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script Attempt to override final function - rscunitinfo_script 8:19:20 BattlEye Server: Initialized (v1.207) 8:19:20 Host identity created. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. CreateBoundSocket: ::bind couldn't find an open port between 2303 and 2303 Arma 3 Console version 1.54 : port 2314 I've tried running it with no mods and there is no difference. I'm at a loss as to more trouble shooting. Thanks for any help Jason