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Found 7 results

  1. How do you upload these custom maps to the config file?????????? It's widely known the scenarioID blah blah blah... where is the actual scenarioID for all these custom maps to play on multiplayer???? Your help is greatly appreciated. #ArmaReforgerGateKeeping
  2. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  3. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  4. Hello guys, so im running a nitrado server and have already played some missions with mods etc. So on our current mission i want to give air support but the viewing distance is set to i believe 1200. The parameters cant be change in this mission. Where can i tell the server to set the viewing distance to lets say 5000? Thank you for your time.
  5. Hey everyone, so we've been playing on our Nitrado server for a while now, already with other mods like CBA and what so ever. Now we wanted to add TFR, the Server accepted the mod and the mission itself runs perfectly. The directions of the voices also work. The only problem we have, is that as soon as we join the server we get a notification right in the middle of the screen saying: "No Task Force Radio deployed on server!" The normal radios sometime disapear after picking them up and opening the radio with ctrl + p doesnt work aswell... do we need to change something in the mission.pbo file? really hard to find stuff in there. We also sometime problems with the parameters not being changeble even as an admin. Thanks for reading and helping. 🙂
  6. 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 🙂
  7. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bistudio.com/wiki/server.cfg // // GLOBAL SETTINGS hostname = "hostname"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "arma3pc.master.gamespy.com"; 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[] = { "", "Server hosted by nitrado.net", "" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 6; // 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 = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective allowedVoteCmds[] = {}; // disables voting // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent=1; regularcheck=""; // MISSIONS CYCLE class Missions { class CLASS1 { template = Missionname1; cadetMode = 1; }; class CLASS2 { template = Missionname2; cadetMode = 1; }; }; My problem is that when mission Number 1 is over the second one does not start when a player instantly clicks OK after the debriefing, because then the old mission starts again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait...
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