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Found 8 results

  1. 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!
  2. I wanted to change the missions params for my official combat patrol missions but ingame in the parameter section where the number should be it is just empty and after i died it shows unlimited respawns. I just wanna set the tickets to 100 and change the objective etc. (NO WORKSHOP OR CREATED MAPS) Someone told me for official missions i can change them in the server.cfg and following this example it should work but maybe i forgot something or i'm just to stupid to get it right. class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; That's what i did so far: // MISSIONS CYCLE class Missions { class Mission1 { template = MP_CombatPatrol_02.Stratis; difficulty = "Regular"; class Params { class BIS_CP_tickets { title = $STR_A3_combatpatrol_params_18; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 100; }; }; }; class Mission2 { template = MP_CombatPatrol_01.Altis; difficulty = "Regular"; class Params { class BIS_CP_tickets { title = $STR_A3_combatpatrol_params_18; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 100; }; }; }; };
  3. I dug around with google search against site:https://forums.bohemia.net/ & had read the related wiki pages already ... but I am trying to clean up my server.cfg & the long list of changes my squad uses for mission parameters is pretty redundant. Is there anyway to share the mission parameter list between maps (I know sqf isn't really OO, but the underlying system for arma3 is)? I took a few stabs at various formats but not having much luck ... // // --- Mission file settings // class Missions { class Mission_1 { template = "Antistasi-WotP-2-3.Tanoa"; difficulty = "regular"; class Params { AntistasiJps001; }; }; class Mission_2 { template = "Antistasi-Altis-2-3.Altis"; difficulty = "regular"; class Params { AntistasiJps001; }; }; class Params { class AntistasiJps001 { loadsave = 1; gameMode = 1; autoSave = 1; autoSaveInterval = 3600; membership = 1; ... }; }; }; Thanks!
  4. Hello. I Have 16 missions loaded up and running on my server. However, I want the sever to choose a random mission from the mission cycle. Is this possible? If so, would someone who has the know-how and skills please show me how to do so? I have included my mission cycle in the post. Thank you. Mission cycle
  5. Hi guys Afetr i create server.cfg in my server how to active it ? i take it from here : where i need edit to active it?
  6. The new #login feature without password won't work. The "" will be deleted after starting the server.
  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...
  8. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bis...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 clicks OK after the debriefing. Because then they will join the old mission 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... It does not occur when all players wait a few seconds though... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait... Quote MultiQuote Edit
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