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Found 401 results

  1. NOTE: 2.14. PROF/PERF up! you don't need a new client on the PERF/PROF server! there is a branch on steam you may use, but beware that sometimes data on Dropbox are newer due to manual build e.g. on weekend: Servers (down, up only if needed): PERF = STABLE branch compatible, no debug layer, no #captureFrame nor diag_captureFrame PROF = STABLE branch compatible, with debug layer, with #captureFrame / diag_captureFrame possible server fps increases and clients may experience higher fps too downloads
  2. Hello, I'm encountering a problem running an Arma3 DS on a Debian 12 box on a VPS. I'm installed it as requested, using "debian" instead of "arma3server" or "steam" for the user, but otherwise everything is the same. Edited the .cfgs to fit my use, but did not changed the default ones. My problem is that players stay in a waiting screen with no other interaction than waiting or disconnecting. I'd like to know if it's due to the DS itself, so I'm asking here. I've created a twin topic over at LGSM to try and see if it's due to them, and I've got a 3rd topic opened at my provider to try and see if it's coming from them. I've provided a few logs and cfg below, and will happily provide more if needed. arma3server.cfg arma3server.network.cfg arma3server.server.cfg arma3server-alert arma3server-console arma3server-script arma3server-steamcmd common.cfg
  3. I’ve been trying to make a conflict server on my pc so I can play with my friends on Xbox but every time I try to join my own server on my Xbox it just keeps saying session error connection has failed, with this code: Kick cause code: group=1 REPLICATION, reason=3 CONNEGTION FAILURE any help would be appreciated:)
  4. I've enjoyed playing some custom missions with my friends, but i was always the one that made the missions and hosted them. But since a month or so (Tank DLC) my friends can't see my server anymore and we've tried all possible ways to join: "Join friend", "Direct Connect" "Friends" "Recent" "Filter by host" "Filter by mission". We've even got so far to try to join with the launcher browser. When we tried that they see my server name and can enter the password but they crash when the game starts. My brother is able to join, proberaly since we live in the same house. I didn't touch any router settings and my firewall isn't blocking the network. Any ideas?
  5. Intro After using Arma for a long time and having my own dedicated server, I always found very hard to keep my mods up to date. So I used Flax's tool (FAST) to make the whole thing work but there was some issues. The software tend to be quite slow sometimes, some menus are not working completely and the command output was a bit weird. I ended up building my own version of his tool, since it is not maintained anymore, by translating the entire code into something more recent, fixed the issues I found and reworked the code behind. Download You can find the latest release below : 64 bits Version 32 bits is not supported for now. If you require a 32 bits version, contact the developer directly Extract the files somewhere on your computer and run FASTER.exe. I recommend creating a shortcut to avoid the hassle of having to find the program. Features General Features Improved UI from FAST Improved stability from FAST2 Easy to read and share config files SteamCMD Automation Install and update Arma 3 Server (Stable, Dev and Performance versions) Install, update and manage Arma 3 Workshop mods Supports Steam Guard and Mobile Authentification Import mod presets from Arma 3 Launcher Check for mod updates on app launch Multiple Server Profiles Save and load multiple server presets Supports all server config options Supports all server command line options Custom mission params Custom difficulty Headless Client support and auto launch Correctly displays mods in Server Browser Local Mod Support Reads local mods from server folder Include additional folders to search Automatic Updates Server status and performance viewer F.A.Q. For any question, please contact me on Twitter @FoxliderAtom or on Discord. Why ? FAST was already being reworked on with FAST2 but the project stopped since January 2019. I decided to create a rework myself. There is something wrong when ... Please create a GitHub issue ! It help me keep track of what happened and when it was fixed. It might also help others who have issues as well. Can you please add ... Uh yeah, maybe ! Create an issue on GitHub and I'll see if it's possible. Feedback Please report any issue you encounter while using FASTER on the GitHub Issue Page. Screenshots Notes Thanks to Flax for creating a really awesome tool for our Arma Servers. Thanks to BI for creating that game we all spend hours on.
  6. JAWZ2143

    Server Trouble

    so lately me and a couple mates have been playing a fun campaign that i was just hosting manually, now i ended up building and using my own server to host a dedicated server so they can play when i'm not around, the first day we had it running we were all able to connect and play no harm no foul, now the next day the server decided it wanted to only show up for my friends and not me, and its confusing me as i cannot seem to find where its disappeared to. ports are fine as my friends can see it and connect. i have sat and waited about 15 minutes to see if it appeared but nothing, it doesn't show up in lan either which it shouldn't as my server isn't connected to my home network. the firewall for the server is disabled at this stage to allow the traffic. but still i cannot see where it is.
  7. Hello folks, I am looking for a Game Server Host for Arma 3 and it turns out, that the most popular ones all have some specific limitations that bother me. Nitrado has little diskspace available for mods, g-portal has a more than buggy config overlay, you can't deactivate BattleEye (they have an option for that but it still keeps running), 4netPlayers have limitations that don't allow me to configure ASRAI the way I want. So I thought about asking here. I didn't find to much on the search that was helping in my specific problem, so I was hoping some of you could help me. What I need: - Players: 20 to 30 Players - Mods: ACE, CUP, ASRAI3, enough space for a lot of maps as we have quite the large Mission Pool on a large variety of Maps - BattleEye should be deactivated permamently - Acces to FTP to create userdata folder for CBA-Settings and ASRAI Config - Creator DLCs like Prairy Fire, GlobMob, Spearhead Would be cool if you could share your experiences with Game Server Hosts and maybe if you know the right place for our clan. Thanks, Jan
  8. I use a dedicated server host called HostHavoc, we didn’t have these issues through our first two months of use but recently when constructing a mission in EDEN and uploading it to the server and adjusting the config and whatnot, we receive an error of “Maximum Number of Players Reached” despite doing (to our knowledge) nothing different in regards to mission setup. Our slots are setup, nothing is directly player character, AI turned off, etc. I know it is not an issue regarding server config saying our maximum players is 0 because I’ve checked it twice and it is set to auto config at 40 will actively check post and send whatever anyone asks me for if you are inclined to help
  9. I configured v.0.9.7.53 dedicated server without setting the internet address ( gameHostRegisterBindAddress="", 😞 In this way I can see the server in the steam server list, and I can connect from home from another PC from the Server's LAN, double clicking on the server name in the server list and then also, trying the "direct access" option, digiting the exact LAN IP address of the server. In this configuration the PING is 9999 and more than this, friends can't connect to it due to the PRIVATE IP address. When I set the gameHostRegisterBindAddress="my wan address", then I can see the PING value, but the SERVER is not more accessible from home through the server list (getting a connection error) and neither through the "direct access". At this time is pretty impossible for me sharing the server and at the same time playing on it from my home. This situation is very unconfortable and I'm sure that something is wrong. This is the tested config.json file that lets connecting from the LAN but it don't share the WAN IP, so nobody can connect to it. It is the standard config.json with very few modifications: { "dedicatedServerId": "xxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxx", "region": "EU", "gameHostBindAddress": "", "gameHostBindPort": 2001, "gameHostRegisterBindAddress": "", "gameHostRegisterPort": 2001, "adminPassword": "**********", "game": { "name": "[ITA] Conflitto nell'isola di Arland - FabLab UDINE GameServer", "password": "", "scenarioId": "{C41618FD18E9D714}Missions/23_Campaign_Arland.conf", "playerCountLimit": 32, "autoJoinable": false, "visible": true, "supportedGameClientTypes": [ "PLATFORM_PC", "PLATFORM_XBL" ], "gameProperties": { "serverMaxViewDistance": 2500, "serverMinGrassDistance": 50, "networkViewDistance": 1000, "disableThirdPerson": false, "fastValidation": true, "battlEye": true, "VONDisableUI": true, "VONDisableDirectSpeechUI": true, "missionHeader": { "m_iPlayerCount": 40, "m_eEditableGameFlags": 6, "m_eDefaultGameFlags": 6, "other": "values" } }, "mods": [] }, "a2sQueryEnabled": true, "steamQueryPort": 17777 } and this is the bat file to start the server, it's very minimal: ArmaReforgerServer.exe -config ".\configs\Conflitto_Arland.json" -maxFPS 30 -language it_it -disableShadersBuild I think that there is the need of an option to let accept connections as from LAN and as from WAN at the same time. This should be already possible because "gameHostBindAddress": "", option means that the server accepts connections from everywhere, but it doesn't work; I already tried adding "-a2sIpAddress" or "-bindIP" options in the starting bat file, to overide the json configuration file with the same results. Please does anyone know any tip to solve this problem? May be that it is just a Bohemia job and I need to wait for new versions? Thanks in advance for any help.
  10. FYI: Yes, I have googled and researched a lot about the issue I am having. Arma Discord, Enfusion Discord, ChatGPT, Bard, Forums and so much more and it appears that the coverage about my issue is either very hard to find or there isn't much on it. What have I done so far? Reinstalled the server. Restarted multiple times. Changed scenarios multiple times. What issues was I having before? My previous issue was that my server couldn't be connected too, Arma Reforger Server application was not listening on the correct port, I am unaware at this current time whether this is an issue with my hosting company (OVH), as we did research that they were using a switch. (Yes, I have opened the ports fully through the windows firewall for UDP port 2001, 17777, 50000-65000, 5678; however, this did not seem to work, it's as if the application itself is refusing to listen on that port). I am unaware of whether this issue is fixed yet or not as we cannot even get the server to appear online. What issue am I having now? I am receiving A LOT of script errors (logs attached below), these errors are now appearing to stop the server from fully becoming online and causing the server to crash upon start-up. What type of environment am I working on? Windows Server 2019 OVH Bare Metal Cloud Dedicated Server (AMD Ryzen 9 5900X - 12c/24t - 3.7 GHz/4.8 GHz, 64 GB ECC 3200 MHz, 2×1.92 TB SSD NVMe (Soft RAID), 500mbps up/down public bandwidth, 100mbps up/down private bandwidth) No mods installed or in my configuration. Latest version on both client and server. StartArmaReforgerServer.bat file attached. https://pastebin.com/UA0CJULZ UpdateArmaReforgerServer.bat file attached. https://pastebin.com/v3Xw9BUB config.json file attached. https://pastebin.com/De6pEbMH console.log file attached (server). https://pastebin.com/VriF7APR error.log file attached (server). https://pastebin.com/KGv8VBkJ script.log file attached (server). https://pastebin.com/ix9Bq5zp Arma Reforger Server folder structure. https://imgur.com/a/3sFImFE Any and all help would be appreciated, I have been at this for straight hours over days now.
  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. making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call
  13. Closed for business on the 22nd of October 2023 Armaverse Nordic is hosting a 24/7 WW2 Warlords server with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. About CDLCs and modifications Required DLC: Spearhead 1944 Get it from >> Steam Recommended modifications: @CBA_A3 - Community Base Addons Arma 3 (required with DUI - Squad Radar and LAMBS_Danger.fsm) Get it from >> Steam Workshop @DUI - Squad Radar - DUI - Squad Radar Get it from >> Steam Workshop @Immersion Cigs Get it from >> Steam Workshop @LAMBS_Danger.fsm - AI enhancement mod for Arma 3 Get it from >> Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. Join the Armaverse Nordic Discord server (the link will redirect to https://discord.gg/X9AMAaA) On behalf of Armaverse Nordic Asmodeus
  14. I suspect perhaps it may be due to network configuration, but I cannot be certain. Steps to this point, server configuration, using FASTER, my command line: -port=2302 "-config=C:\Users\myuser\Documents\Arma 3 Server\Servers\_8fb3a5354b93452e92cfcbf8ada25c2c\server_config.cfg" "-cfg=C:\Users\myuser\Documents\Arma 3 Server\Servers\_8fb3a5354b93452e92cfcbf8ada25c2c\server_basic.cfg" "-profiles=C:\Users\myuser\Documents\Arma 3 Server\Servers\_2d07a1c66cd445a79fb23f407280177f" -name=_2d07a1c66cd445a79fb23f407280177f "-mod=@HMCS_Addon;@CBA_A3;@ace;@RHSAFRF;@RHSUSAF;@RHSGREF;@RHSSAF;@3CB_Factions;@ACE_Compat__RHS_AFRF;@ACE_Compat__RHS_USAF;@ACE_Compat__RHS_GREF;@ACE_Compat__RHS_SAF;@ACE_Pharmacy;@CUP_Terrains__Core;@CUP_Terrains__Maps;@G_O_S_Al_Rayak;@Isla_Duala;@FIR_AWS_AirWeaponSystem_;@FIREWILL_Aviation_Pack_Complete_;@Project__Future_Vertical_Lift;@Project_Lightning__F_35B_Armaverse_Version;@Project__FVL_Ace3_Compatibility;@Zeus_Enhanced;@Zeus_Enhanced__ACE3_Compatibility;@ACRE2;" "-serverMod=@Advanced_Towing;@Advanced_Sling_Loading;@Advanced_Urban_Rappelling;" -enableHT -netlog -cpuCount=2 If I can find the options, I will attach client and server logs. After couple of rounds travailing with FASTER to hon the config, I was finally able to start the server itself. Server itself seems to start okay, console seems good, logs do not indicate any errors. I was even able to offer couple of headless client connections; neither here nor there for purposes of this post however. I can discover the server, in either LAN, or in the INTERNET choices, although I have to filter localhost, which tells me that perhaps network configuration, routers and such, need to be dialed in. Do not see my server in any keyword or other filtering criteria searches otherwise. Client gets immediately rejected upon attempting to JOIN, indicating the first mod in the server mods, with errors such as: 13:12:07 Data required by server could not be found: UK3CB_Factions\addons\UK3CB_Factions_AAF\ I am running behind two routers. ISP -> ASUS RT-AC86U (A) -> ASUS RT-AC66U (B) -> workstation (server box) (C) I have UDP port range 2302:2306 port forwarding through both routers, A -> B, and B -> C. Edit: oh, yes, the FASTER server is starting with UPNP enabled, not exactly certain that matters with port forwarding in the picture, but did that anyway. I can say from at least a similar TeamSpeak configuration, that this networking configuration does "work", I connect through the B WAN IP, this seems to work fine. As you can see from the command like, perhaps I am bumping up against some mod count issues, not sure there is anything specific in the configuration that I can do to accommodate a higher number of mods. As an aside, it is also curious that the LAN enumerates something like 8-9 different instances. One theory is that these are one per NIC that are available on my machine, from WiFi (disabled) to hardwired, 1/4 currently in use, to couple of virtual ones for VMs, etc. I am also considering that perhaps two or three of the mods could be dropped, as interesting thought experiments, if it were possible. Assuming it is a constraint on number of mods. I can hop on the ARMA discord real quick if anyone is available and could review a screen share with me to further adjust the configuration. Maybe it is the mods, dunno, *shrug*. Not really sure what to look into next. Cheers, best regards, and thanks so much... Michael
  15. DX11 Related Crash (71 Mods loaded, relevant graphics mod Blastcore Murr Edition). Not sure the reasoning why, nothing intensive. Gpu temp apx 74. ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: ArmA3 [1620] Path: /Users/USER/Library/Application Support/Steam/*/ArmA3.app/Contents/MacOS/ArmA3 Identifier: com.vpltd.Arma3 Version: 1.82.0 (20230602.1) Code Type: X86-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2023-10-03 23:36:15.9607 -0500 OS Version: macOS 12.7 (21G816) Report Version: 12 Anonymous UUID: B2363AE2-391E-9699-CFD1-34A98FB164BF Time Awake Since Boot: 5900 seconds System Integrity Protection: enabled Crashed Thread: 19 E.d3d11.BackendThread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4 Terminating Process: exc handler [1620] Thread 0:: E.runloop Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x7ff802de896a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff802de8cd8 mach_msg + 56 2 CoreFoundation 0x7ff802eec470 __CFRunLoopServiceMachPort + 319 3 CoreFoundation 0x7ff802eeab00 __CFRunLoopRun + 1276 4 CoreFoundation 0x7ff802ee9f44 CFRunLoopRunSpecific + 562 5 HIToolbox 0x7ff80c0055e6 RunCurrentEventLoopInMode + 292 6 HIToolbox 0x7ff80c00534a ReceiveNextEventCommon + 594 7 HIToolbox 0x7ff80c0050e5 _BlockUntilNextEventMatchingListInModeWithFilter + 70 8 AppKit 0x7ff80585bf6d _DPSNextEvent + 927 9 AppKit 0x7ff80585a62a -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1394 10 gameoverlayrenderer.dylib 0x111e7e51d 0x111e5f000 + 128285 11 ArmA3 0x100060add 0x100000000 + 395997 12 ArmA3 0x1002b89e4 0x100000000 + 2853348 13 CoreFoundation 0x7ff802ee1874 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 12 14 CoreFoundation 0x7ff802f7e26a ___CFXRegistrationPost_block_invoke + 49 15 CoreFoundation 0x7ff802f7e1dc _CFXRegistrationPost + 496 16 CoreFoundation 0x7ff802eb37e0 _CFXNotificationPost + 809 17 Foundation 0x7ff803c297be -[NSNotificationCenter postNotificationName:object:userInfo:] + 82 18 AppKit 0x7ff80586481e -[NSApplication _postDidFinishNotification] + 305 19 AppKit 0x7ff80586456c -[NSApplication _sendFinishLaunchingNotification] + 208 20 AppKit 0x7ff80586213c -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 541 21 AppKit 0x7ff805861d90 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 665 22 Foundation 0x7ff803c546e4 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 308 23 Foundation 0x7ff803c54556 _NSAppleEventManagerGenericHandler + 80 24 AE 0x7ff809548440 0x7ff80953d000 + 46144 25 AE 0x7ff809547caa 0x7ff80953d000 + 44202 26 AE 0x7ff8095412ef aeProcessAppleEvent + 419 27 HIToolbox 0x7ff80c016ce2 AEProcessAppleEvent + 54 28 AppKit 0x7ff80585c3c2 _DPSNextEvent + 2036 29 AppKit 0x7ff80585a62a -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1394 30 gameoverlayrenderer.dylib 0x111e7e51d 0x111e5f000 + 128285 31 AppKit 0x7ff80584ccd9 -[NSApplication run] + 586 32 AppKit 0x7ff805820c57 NSApplicationMain + 817 33 dyld 0x12005f52e start + 462 Thread 1:: MainThrd 0 ??? 0x300f26a3a ??? Thread 2:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x7ff802de896a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff802de8cd8 mach_msg + 56 2 CoreFoundation 0x7ff802eec470 __CFRunLoopServiceMachPort + 319 3 CoreFoundation 0x7ff802eeab00 __CFRunLoopRun + 1276 4 CoreFoundation 0x7ff802ee9f44 CFRunLoopRunSpecific + 562 5 AppKit 0x7ff8059c998e _NSEventThread + 132 6 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 7 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 3:: E.WaitTimers 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002bfcb 0x100000000 + 180171 3 ArmA3 0x100048960 0x100000000 + 297312 4 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 5 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 4:: E.OverlappedIO 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002c51f 0x100000000 + 181535 3 ArmA3 0x100048960 0x100000000 + 297312 4 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 5 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 5:: G.FileServerWorker 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x30144d89f ??? Thread 6:: G.FileServerAsync 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d901 0x100000000 + 186625 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 7:: G.MJob#1 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 8:: G.MJob#2 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 9:: G.MJob#3 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 10:: G.Job#1 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 11:: G.Job#2 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 12:: G.Job#3 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 13:: G.RPTLog 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d901 0x100000000 + 186625 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? 5 ??? 0x1032641a0 ??? Thread 14:: G.AudioJob#2 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 15:: G.AudioJob#3 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 16:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x7ff802de89a6 semaphore_wait_trap + 10 1 caulk 0x7ff80bd922e6 caulk::mach::semaphore::wait_or_error() + 16 2 caulk 0x7ff80bd7a148 caulk::concurrent::details::worker_thread::run() + 36 3 caulk 0x7ff80bd79e0c void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41 4 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 5 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 17:: E.XAudio2GraphUpdate 0 libsystem_kernel.dylib 0x7ff802deb2ae __semwait_signal + 10 1 libsystem_c.dylib 0x7ff802cff863 nanosleep + 196 2 libsystem_c.dylib 0x7ff802cff799 usleep + 53 3 ArmA3 0x100099177 0x100000000 + 627063 4 ArmA3 0x100140755 0x100000000 + 1312597 5 ArmA3 0x1001404f8 0x100000000 + 1311992 6 ArmA3 0x100048960 0x100000000 + 297312 7 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 8 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 18:: G.AudioDestroyThread 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b036 0x100000000 + 307254 4 ??? 0x300710f02 ??? Thread 19 Crashed:: E.d3d11.BackendThread 0 AMDMTLBronzeDriver 0x7ffa1f4755a6 -[BronzeMtlRenderCmdEncoder setRenderPipelineState:] + 2064 1 ArmA3 0x10022f337 0x100000000 + 2290487 2 ArmA3 0x1000f76c9 0x100000000 + 1013449 3 ArmA3 0x1000f6d1b 0x100000000 + 1010971 4 ArmA3 0x1000f8115 0x100000000 + 1016085 5 ArmA3 0x1002155ff 0x100000000 + 2184703 6 ArmA3 0x1000cde22 0x100000000 + 843298 7 ArmA3 0x1000f4d9b 0x100000000 + 1002907 8 ArmA3 0x1000ce747 0x100000000 + 845639 9 ArmA3 0x1000ce694 0x100000000 + 845460 10 ArmA3 0x100048960 0x100000000 + 297312 11 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 12 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 20:: G.Render 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? Thread 21:: G.Visualize 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b18c 0x100000000 + 307596 4 ??? 0x301467870 ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 22:: G.Physx3Simulator 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b036 0x100000000 + 307254 4 ??? 0x30144d880 ??? 5 ??? 0x8e716f8000000002 ??? Thread 23:: com.apple.NSURLConnectionLoader 0 libsystem_kernel.dylib 0x7ff802de896a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff802de8cd8 mach_msg + 56 2 CoreFoundation 0x7ff802eec470 __CFRunLoopServiceMachPort + 319 3 CoreFoundation 0x7ff802eeab00 __CFRunLoopRun + 1276 4 CoreFoundation 0x7ff802ee9f44 CFRunLoopRunSpecific + 562 5 CFNetwork 0x7ff807a4a968 0x7ff807803000 + 2390376 6 Foundation 0x7ff803c78954 __NSThread__start__ + 1009 7 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 8 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 24:: com.apple.CFSocket.private 0 libsystem_kernel.dylib 0x7ff802df0d4a __select + 10 1 CoreFoundation 0x7ff802f1321b __CFSocketManager + 643 2 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 3 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 25: 0 libsystem_pthread.dylib 0x7ff802e20f48 start_wqthread + 0 Thread 26:: G.44 0 libsystem_kernel.dylib 0x7ff802def09a poll + 10 1 ArmA3 0x10023fc86 0x100000000 + 2358406 2 ??? 0x30141490f ??? 3 ??? 0x8a ??? Thread 27:: SocketThread 0 libsystem_kernel.dylib 0x7ff802def09a poll + 10 1 steamclient.dylib 0x1adb51a28 0x1acb4c000 + 16800296 2 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 3 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 4 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 5 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 6 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 7 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 8 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 28:: G.45 0 libsystem_kernel.dylib 0x7ff802def09a poll + 10 1 ArmA3 0x10023fc86 0x100000000 + 2358406 2 ??? 0x30141490f ??? 3 ??? 0x77 ??? Thread 29:: E.TQueue 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d901 0x100000000 + 186625 3 ArmA3 0x10004b036 0x100000000 + 307254 4 ArmA3 0x10001ddef 0x100000000 + 122351 5 ArmA3 0x100048960 0x100000000 + 297312 6 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 7 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 30:: G.47 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d901 0x100000000 + 186625 3 ArmA3 0x10004b319 0x100000000 + 307993 4 ??? 0x301415a2b ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 31:: MainThrd 0 libsystem_kernel.dylib 0x7ff802ded33e kevent + 10 1 steamclient.dylib 0x1acb9dc8b 0x1acb4c000 + 334987 2 steamclient.dylib 0x1acb9c42d 0x1acb4c000 + 328749 3 steamclient.dylib 0x1acb9c698 0x1acb4c000 + 329368 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 8 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 9 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 10 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 32:: CFileWriterThread 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 libtier0_s.dylib 0x120953ecd SteamThreadTools::CThreadSyncObject::Wait(unsigned int) + 275 3 steamclient.dylib 0x1ada86ca2 0x1acb4c000 + 15969442 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 8 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 9 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 10 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 33:: CHTTPCacheFileThreadPool:0 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25aa4 _pthread_cond_wait + 1302 2 libtier0_s.dylib 0x120953e92 SteamThreadTools::CThreadSyncObject::Wait(unsigned int) + 216 3 steamclient.dylib 0x1adc597d1 0x1acb4c000 + 17881041 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 8 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 9 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 10 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 34:: CHTTPClientThreadPool:0 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25aa4 _pthread_cond_wait + 1302 2 libtier0_s.dylib 0x120953e92 SteamThreadTools::CThreadSyncObject::Wait(unsigned int) + 216 3 steamclient.dylib 0x1adc597d1 0x1acb4c000 + 17881041 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 8 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 9 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 10 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 35:: CJobMgr::m_WorkThreadPool:0 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25aa4 _pthread_cond_wait + 1302 2 libtier0_s.dylib 0x120953e92 SteamThreadTools::CThreadSyncObject::Wait(unsigned int) + 216 3 steamclient.dylib 0x1adc597d1 0x1acb4c000 + 17881041 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 8 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 9 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 10 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 36: 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25aa4 _pthread_cond_wait + 1302 2 libtier0_s.dylib 0x120953e92 SteamThreadTools::CThreadSyncObject::Wait(unsigned int) + 216 3 steamclient.dylib 0x1adc4c9df 0x1acb4c000 + 17828319 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 CatchAndWriteMiniDumpExForVoidPtrFn + 71 8 libtier0_s.dylib 0x120955b9f SteamThreadTools::CThread::ThreadProc(void*) + 211 9 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 10 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 37:: CNet Encrypt:0 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25aa4 _pthread_cond_wait + 1302 2 libtier0_s.dylib 0x120953e92 SteamThreadTools::CThreadSyncObject::Wait(unsigned int) + 216 3 steamclient.dylib 0x1adc597d1 0x1acb4c000 + 17881041 4 libtier0_s.dylib 0x120955c2b SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 15 5 libtier0_s.dylib 0x120951d49 0x120944000 + 56649 6 libtier0_s.dylib 0x12095184b 0x120944000 + 55371 7 libtier0_s.dylib 0x120951e25 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libsystem_pthread.dylib 0x7ff802e20f48 start_wqthread + 0 Thread 41: 0 libsystem_pthread.dylib 0x7ff802e20f48 start_wqthread + 0 Thread 42:: G.SendMessagesThread 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x10004b036 0x100000000 + 307254 4 ??? 0x30144d880 ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 43: 0 libsystem_pthread.dylib 0x7ff802e20f48 start_wqthread + 0 Thread 44:: G.61 0 libsystem_kernel.dylib 0x7ff802deb3da __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff802e25a6f _pthread_cond_wait + 1249 2 ArmA3 0x10002d9ef 0x100000000 + 186863 3 ArmA3 0x1000a6bd9 0x100000000 + 682969 4 ??? 0x30154a443 ??? 5 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 6 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 45:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x7ff802de896a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x7ff802de8cd8 mach_msg + 56 2 CoreAudio 0x7ff8049a3c07 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 CoreAudio 0x7ff80482e729 HALC_ProxyIOContext::IOWorkLoop() + 3931 4 CoreAudio 0x7ff80482d205 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63 5 CoreAudio 0x7ff8049f9616 HALB_IOThread::Entry(void*) + 72 6 libsystem_pthread.dylib 0x7ff802e254e1 _pthread_start + 125 7 libsystem_pthread.dylib 0x7ff802e20f6b thread_start + 15 Thread 19 crashed with X86 Thread State (64-bit): rax: 0x86569685d3b700d4 rbx: 0x0000000117a14050 rcx: 0x0000000000000001 rdx: 0x0000000000000000 rdi: 0x00000001145f3a00 rsi: 0x00007ff81d50a2c7 rbp: 0x0000700012da8bd0 rsp: 0x0000700012da8a80 r8: 0x0000000000000000 r9: 0x0000000000000000 r10: 0x00007ffa4644b370 r11: 0x00007ffa1f474d96 r12: 0x0000000000000000 r13: 0x0000600002cb3500 r14: 0x0000000000000000 r15: 0x00006000029309a0 rip: 0x00007ffa1f4755a6 rfl: 0x0000000000010246 cr2: 0x000000022ca90000 Logical CPU: 1 Error Code: 0x00000000 Trap Number: 6 Thread 19 instruction stream: 49 8b 45 00 48 8d 0d 97-56 fd 26 48 8b 09 49 8b I.E.H...V.&H..I. 96 a0 03 00 00 48 89 54-01 60 49 8b 96 a8 03 00 .....H.T.`I..... 00 48 89 54 01 68 49 8b-96 b0 03 00 00 48 89 54 .H.T.hI......H.T 01 70 49 8b 96 b8 03 00-00 48 89 54 01 78 48 8b .pI......H.T.xH. 05 55 77 e7 24 48 8b 00-48 3b 45 d0 75 14 48 81 .Uw.$H..H;E.u.H. c4 28 01 00 00 5b 41 5c-41 5d 41 5e 41 5f 5d c3 .(...[A\A]A^A_]. 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backing stores 1440K 8 CG image 60K 7 ColorSync 216K 25 CoreAnimation 68K 10 CoreGraphics 16K 3 CoreServices 160K 1 CoreUI image data 516K 9 EON_RESERVE 256.0M 366 Foundation 16K 1 Kernel Alloc Once 8K 1 MALLOC 425.8M 190 MALLOC guard page 32K 8 MALLOC_LARGE (reserved) 2860K 3 reserved VM address space (unallocated) MALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated) STACK GUARD 56.2M 46 Stack 134.1M 51 VM_ALLOCATE 5.2G 28963 VM_ALLOCATE (reserved) 36K 1 reserved VM address space (unallocated) __CTF 756 1 __DATA 37.3M 384 __DATA_CONST 15.3M 212 __DATA_DIRTY 673K 120 __FONT_DATA 4K 1 __LINKEDIT 647.7M 30 __OBJC_RO 82.9M 1 __OBJC_RW 3200K 2 __TEXT 337.0M 393 __UNICODE 592K 1 dyld private memory 1024K 1 mapped file 158.3M 27 shared memory 18.5M 25 =========== ======= ======= TOTAL 7.6G 30896 TOTAL, minus reserved VM space 7.3G 30896 ----------- Full Report ----------- {"app_name":"ArmA3","timestamp":"2023-10-03 23:36:23.00 -0500","app_version":"1.82.0","slice_uuid":"3e2dbba1-573d-3f36-bc2c-d53bac9cf3a6","build_version":"20230602.1","platform":1,"bundleID":"com.vpltd.Arma3","share_with_app_devs":0,"is_first_party":0,"bug_type":"309","os_version":"macOS 12.7 (21G816)","incident_id":"89B3AC05-ACD1-4834-91A5-C46F6061CFD6","name":"ArmA3"} { "uptime" : 5900, "procLaunch" : "2023-10-03 23:21:14.1929 -0500", "procRole" : "Foreground", "version" : 2, "userID" : 501, "deployVersion" : 210, "modelCode" : "MacPro6,1", "procStartAbsTime" : 5008987032763, "coalitionID" : 1589, "osVersion" : { "train" : "macOS 12.7", "build" : "21G816", "releaseType" : "User" }, "captureTime" : "2023-10-03 23:36:15.9607 -0500", "incident" : "89B3AC05-ACD1-4834-91A5-C46F6061CFD6", "bug_type" : "309", "pid" : 1620, "procExitAbsTime" : 5910718363863, "cpuType" : "X86-64", "procName" : "ArmA3", "procPath" : "\/Users\/USER\/Library\/Application Support\/Steam\/*\/ArmA3.app\/Contents\/MacOS\/ArmA3", "bundleInfo" : 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  16. 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)
  17. Tophes Arma Dedicated Server Tool (TADST) v3.1.0 by Tophe of Östgöta Ops [oops] DOWNLOAD LINK: HERE (if it doesn't work for you, right click and chose Save link as...) =============================================== 1 MINUTE HOW-TO QUICK GUIDE TADST v3.1.0 The Armed Assault series allows an amazing array of settings to freely customize dedicated servers. This means you will have to edit quite a few config files to get it running the way you like. TADST is a tool that will greatly simplify this. All you need to do is to choose the settings you like. Then the application will create all necessary files according to your settings and start the server with the appropriate arguments. All necessary files will be created in a folder called 'TADST'. You can save different profiles to easily switch between server setups. In the folder TADST a new folder for each profile will be created. This folder contains all files associated to the profile. INSTALLATION ============= Copy the file 'TADST.exe' to your Arma game folder. * Note that it's important that the file is in the game root folder i.e. C:\Games\Steam\SteamApps\common\Arma 3 * If you are upgrading from an earlier version of TADST you should delete your old TADST folder so the program can create new settings files. You also need to have .NET installed. QUICK START ============= Set up your firewall. To run a dedicated server you must make sure you have set port forwarding correctly in your firewall/router. Normally you need the ports 2302-2305 to be open. Click the port info button to get info on your selected ports. Set Server Name and Server File TADST is set to start the server with default settings so the only two things you need to set to get a server up and running is Server Name and Server File. If you double click the text fields, TADST will try and set appropriate values. FUTURE PLANS ============= Options for allowedFileExtensions, allowedPreprocessFileExtensions, allowedHTMLLoadExtensions, allowedHTMLLoadURIs Options to launch headless clients Steam server update thingy Individual difficulty settings on missions System for setting Mission Parameters. Start as service. Process monitoring, restart server on crash. Remote server/client protocol (probably wont't happen, but hey) SUPPORT TADST ================== I'm doing this for fun and for love to the community, but if you like TADST you can support me by donating some coffee-money. You can also follow my music project Meadows on facebook. That would make me equally happy! THANKS ============= To Bohemia for keeping it real To Australian Tactical Combat League, Rune "TheFlyingCorpse" Darrud, Dave, Bill, Krijn and Rafael for generous donations To Baconeo and James Kingsley for code contribution To The Arma community for everything Östgöta Ops for testing, playing and supporting VERSION HISTORY ================ v3.1.0 - 2017.09.23 (Thanks to Bradon Hall) Fixed: Include 64 bit server exe in file list Fixed: Open RPT for 64 bit server Improved: Add empty allowedVoteCmds when voting disabled v3.0.0 - 2016.06.12 New: Settings for Max Ping, Max Desync, Max Packet Loss, Max Disconnect timeout and Kick Clients On Slow Network. Improved: Updated some tooltips v2.96 - 2016.05.08 Fixed: Critical dependency error where a tiny line made the whole universe implode. Crash fixed. (Thank you sergistark and baconeo for helping me debug). v2.95 - 2016.05.08 New: Added support for autoinit with persistent battlefield Improved: Some minor text errors Fixed: Setting default difficulty now puts correct value in profile v2.91 - 2016.05.07 Fixed: Difficulty bug, causing crash v2.9 - 2016.05.06 New: loopback settings added Fixed: Difficulty settings now reflect the correct properties Improved: Cleaned up UI from unsused difficulty settings v2.8 - 2016.05.02 Fixed: Difficulty system overhaul (Thanks to Baconeo) v2.7 - 2016.01.03 New: Added serverCommandPassword New: Information about which ports to open New: Checkbox to enable Upnp. New: Allowed File Pathing selection New: Headless client settings now have settings for localClient as well. Fixed: Bunch of minor bugs Fixed: HeadlessClient config entries was a bit messed up Removed: Required Secure ID, not used anymore Removed: Steamport settings, not used anymore. Hardcoded from gameport. (expand spoiler for complete history) Please report any bugs, problems, ideas, suggestions, smoothie recipes etc. in this thread
  18. Hello there! I've recently set up a dedicated server to play Reforger with my group in a private setting. The server runs and seemingly operates as it should, (no unusual errors in server logs) and everyone can connect and play on the server without issues, except for myself. When I set "gameHostRegisterBindAddress" to my public IP, it prevents me from not only connecting to my server, but seeing any other Reforger servers available in the server browser. Leaving this form blank, (defaulting to 0.0.0.0) allows me to connect and play no issues, but for everyone else trying to connect, the server displays a ping of 999+ and rejects their connections. I wouldn't consider myself an expert of hosting/managing servers, especially dedicated ones like this, but am I missing something to enable connections both locally and externally, or is this just not possible with Reforger's current state? If anyone has any recommendations, I would be grateful for any and all of them! If I can provide any additional information which could help solve my issue, I would be happy to provide it! Reforger is a fantastic platform so far and I'm just really excited to play the next generation of Arma as soon as possible :P
  19. Hey guys, I am getting a constant error message on a server I am running and it spams my log full. that cant be healthy for performance and I would like to find this object. Thing is, I have no idea how. The message is: 21:12:03 Ref to nonnetworkobject 16027dd0100# 626607: mapboard_01_wall_f.p3d The logmessage is written two, sometimes three times per milisecond in the log. Anyway I could identify that object that is causing this?
  20. Server Transfer System v1.0.3 The Server Transfer System (STS for short) is an addon that allows for the transferring of players from one server to another. STS is based off the code KillZone_Kid shared with his final post here. Expanding on KillZone_Kid's work, STS hides the transfer behind an overlay, making a nearly-flawless transition from one server to another. The transfer overlay will eventually allow customization, but currently is simply a black screen with "Please Wait" up top. This addon does not handle the saving, storing, nor transferring of character data. That will need to be handled by the end user. To transfer a client, the server must remoteExec STS_fnc_Transfer. Here is an example: //TIMEOUT = Transfer timeout (time till it gives up on joining the server in seconds) //AUTOJOIN = Automatically load into servers (mission must have joinUnassigned = false; in description.ext) ["IP","PORT",TIMEOUT,"PASSWORD",AUTOJOIN] remoteExec ["STS_fnc_Transfer",-2]; LICENSING + BI Monetization Rights DOWNLOAD AVAILABLE ON STEAM WORKSHOP CHANGE LOG v1.0.3 Now packed and signed with pboProject. Added: Overlay between transfers Bug: You can NOT transfer to the same server you are connected to. Bug: Transfering to a server without -autoinit will lock the game up. v1.0.2 Tweaked: Transfer script broken down into stages Added: Transfer completed script Added: Transfer failed script Fixed: Bug causing players to autoload into all future servers after Transfer is used. Bug: You can NOT transfer to the same server you are connected to. v1.0.1 Added: Autojoin Parameter ( Automatically loads the player into the server ) ( Server Must Have joinUnassigned = false; in description.ext ) Added: CfgSTS Config for managing code that needs to run on display startup ( This is safe to use with other mods ) v1.0.0 - Original Publish
  21. Hello, I'm trying to print something in the command chat (I'm quite new to Arma 3 scripting). This works 100% for the player character, but not so much for the playable characters. I have a squad of 4: one player and three remaining playables. 1. In Eden -> Attributes -> General -> Init: [] spawn UTIL_fnc_handleMissionStart; 2. I've setup a function library in Description.ext: // some CfgSounds // ... // Function library class CfgFunctions { class UTIL { class Print { file = "fnc"; class issueRadioCommand {}; class handleMissionStart {}; }; }; }; 3. fnc/fn_handleMissionStart.sqf: private _taskAssignmentDelay = 3; private _radioCommand = missionNamespace getVariable "missionStartRadioCommand"; private _groupName = groupId group player; private _message = _radioCommand select 0; private _duration = _radioCommand select 1; private _radioCommandDelay = 0; private _displayIntroText = { private _introTextDelay = 3; sleep _introTextDelay; [ ["Somewhere on Altis", 1, 1], [format ["Year %1", date select 0], 1, 1], [format ["Grid %1", mapGridPosition player], 1, 5, 3] ] spawn BIS_fnc_EXP_camp_SITREP; }; // --------------------------------------------------------------------------------- THESE 2 WORK FINE: // [west, "HQ"] commandChat "hello world!"; // [[west, "PAPA_BEAR"], "Hello world!"] remoteExec ["commandChat"]; _message = format [_message, _groupName]; [] spawn _displayIntroText; sleep _radioCommandDelay; [_message, _duration] call UTIL_fnc_issueRadioCommand; sleep _taskAssignmentDelay; ["retrieveIntelTask", "ASSIGNED"] call BIS_fnc_taskSetState; 4. fnc/fn_issueRadioCommand.sqf: params ["_message", ["_duration", 0]]; private _radioBeepDelay = missionNamespace getVariable ["radioBeepDelay", 0.5]; ["radio_beep"] remoteExec ["playSound"]; sleep _radioBeepDelay; [[west, "PAPA_BEAR"], _message] remoteExec ["commandChat"]; if (_duration > 0) then { sleep _duration; }; I haven't included the snippet for the missionNamespace variables, they are set in the init.sqf file. When I play as the player, everything works as expected: at some point I get a message in the command chat ([[west, "PAPA_BEAR"], _message] remoteExec ["commandChat"];). When I select a playable however, this doesn't work anymore. I do hear the ["radio_beep"] remoteExec ["playSound"]; but the command message never shows up. If I place the remoteExec directly into the fn_handleMissionStart.sqf file, it works for playables too, I can see the message. I didn't really understand how this remote execution works. Could someone please help me understand why is this working like this?
  22. README.MD # GUESS WHAT! THIS PROJECT IS COMPLETELY UNTESTED! # ArmA1button 1 button (almost) build, deploy ArmA 3 server with mods ## The bullshit - Get docker.io - Create files creds and steamguard with your steam credentials and current steamguard code. - Create file server.cfg as per https://community.bistudio.com/wiki/Arma_3:_Server_Config_File ``` echo "[steamuid] [steampasswd]" > creds echo "[steamguardcode]" > steamguard ``` - When ./build.sh is invoked by _AACREATEARMA.sh > prepfolder.sh, Steam should reject your Steamguard code. - Immediate check your email and update the steamguard file. - Run it from the top again. If you're fast enough it should accept the old code. ## Mods - The modlist and missionlist files are both of the following format ``` [IDNUMBER]=[ARBITRARYNAME] ``` - Mods can be named anything; mission names MUST end with .[mapcode]. - Missions are downloaded in the usual manner. Softlinks are created in .../Arma\ 3\ Server/mpmissions. - Mods are downloaded in the usual manner. - If the addons and keys folders names are unnormalized, they are normalized. - Individual file names in .../addons are normalized. Soft links are created in .../Arma\ 3\ Server/keys and .../Arma\ 3\ Server/mods/lns - The file modline is discharged to .../Arma\ 3\ Server/mods ## Files - _AACREATEARMA.sh: Entrypoint. - build.sh: invokes docker build. Will attempt to build arma-i using maxhougas/steambox-i:db. - cheapinstall.sh installs and links mods and missions. Does the jobs of installmods.sh, installmissions.sh, linkmod.sh, and linkkey.sh. - creds: contains your actual Steam credentials in plaintext. Super-duper secure, never blind or delete this file. Not included. - dexec.sh: invokes docker exec. Can only take a single argument. - dockerfile.db: used when invoking docker build (build.sh). Will contain plaintext credentials. Discharged and deleted after use by prepfolder.sh - installmod.sh: invokes docker exec > steamcmd.sh. Useful for mods that DLs that time out. Does not link anything. - linkkey.sh: invoked by cheapinstall.sh. Creates softlinks. - linkmod.sh: invoked by cheapinstall.sh. Creates softlinks. - missionlist: contains idnumbers and mission names. Mission names *MUST* end with .[mapcode]. - modlist: contains idnumbers and modnames. Mod names are arbitrary, but this system assumes names contain only [0-9A-Za-z._-]*. - patharma: contains the full path to .../Arma\ 3\ Server, it is rendered as /Arma 3 Server though, be careful with that. - pathmod: contains the full path to .../107410. - prepfolder.sh: poorly named, creates .../mods and .../mods/lns; copies runarma.sh and server.cfg to .../mods; discharges dockerfile.db. - README.MD: this. - restart.sh: invokes docker stop and docker start. - run.sh: invokes docker run. Will attempt to run arma-s. Incoming ports are specified here. Bind mounts are specified here. - server.cfg: config file. Not included. - start.sh: invokes docker stop. - steamguard: contains your steamguard code. - steaminst: a steam CMD script file. Will contain plaintext credentials. Dischaged and deleted after use by cheapinstall.sh. Not included. - stop.sh: invokes docker start. ### Depricated - installmods.sh: invokes docker exec > steamcmd.sh to download mods. Creates appropriate softlinks and discharges the modline file. - installmissions.sh: invokes docker exec > steamcmd.sh to download missions. Creates softlinks. ~~~ _AACREATEARMA.sh #!/bin/bash ./prepfolder.sh ./run.sh ./cheapinstall.sh ./restart.sh ~~~ build.sh #!/bin/bash docker pull maxhougas/steambox-i:db docker build -t arma-i -f dockerfile.db . ~~~ cheapinstall.sh #!/bin/bash arma=$(cat patharma) mods=$(cat pathmod) echo "set_steam_guard_code $(cat steamguard)" > mods/steaminst echo "login $(cat creds)" > mods/steaminst echo "$(cat modlist)" >> mods/steaminst echo "$(cat missionlist)" >> mods/steaminst sed -i 's:^:workshop_download_item 107410 :g' mods/steaminst sed -i 's:^workshop_download_item 107410 set:set:g' mods/steaminst sed -i 's:^workshop_download_item 107410 login:login:g' mods/steaminst sed -i 's:=[A-Za-z0-9._-]*::g' mods/steaminst echo "quit" >> mods/steaminst docker exec -ti arma-s /steam/steamcmd.sh +runscript "$arma/mods/steaminst" #obliterate credentials rm mods/steaminst #Start modline echo -n \" > mods/modline #iterate modlist for line in $(cat modlist) do id=$(echo $line | sed "s:=[A-Za-z0-9._-]*::g") mname=$(echo $line | sed "s:[0-9]*=::g") ./linkmod.sh $id $mname ./linkkey.sh $id #Build modline echo -n "mods/lns/$mname;" >> mods/modline done #Finish modline sed -i "s:;$:\":g" mods/modline #iterate missionlist for line in $(cat missionlist) do id=$(echo $line | sed "s:=[A-Za-z0-9._-]*::g") mname=$(echo $line | sed "s:[0-9]*=::g") file=$(docker exec -t arma-s ls -1 $mods/$id | grep -io "[a-zA-Z0-9._-]*") docker exec -t arma-s ln -sfT $mods/$id/$file "$arma/mpmissions/$mname.pbo" done ~~~ linkkey.sh #!/bin/bash #$1 = id mod=$(cat pathmod) arma=$(cat patharma) #normalize keys folder if [ -n "$(docker exec -t arma-s ls $mod/$1 | grep -o 'Keys')" ]; then docker exec -t arma-s mv $mod/$1/Keys $mod/$1/keys fi if [ -n "$(docker exec -t arma-s ls $mod/$1 | grep -io 'keys')" ]; then for kname in $(docker exec -t arma-s ls $mod/$1/keys | grep -io "[A-Z0-9a-z._-]*.bikey") do #normalize key names nkname=$(echo $kname | tr [A-Z] [a-z]) if [ "$kname" != "$nkname" ]; then docker exec -t arma-s mv $mod/$1/keys/$kname $mod/$1/keys/$nkname fi docker exec -t arma-s ln -sT $mod/$1/keys/$nkname "$arma/keys/$nkname" done fi ~~~ linkmod.sh #!/bin/bash #$1 = id #$2 = name mod=$(cat pathmod) arma=$(cat patharma) #normalize addons folder if [ -n "$(docker exec -t arma-s ls $mod/$1 | grep -o 'Addons')" ]; then docker exec -t arma-s mv $mod/$1/Addons $mod/$1/addons fi #normalize pbo names for pname in $(docker exec -t arma-s ls $mod/$1/addons | grep -io "[A-Z0-9a-z._-]*") do npname=$(echo $pname | tr [A-Z] [a-z]) if [ "$pname" != "$npname" ]; then docker exec -t arma-s mv $mod/$1/addons/$pname $mod/$1/addons/$npname fi done #link docker exec -t arma-s ln -sT $mod/$1 "$arma/mods/lns/$2" ~~~ missionlist 2897579624=lish.vr ~~~ modlist 1388025252=mxretexture ~~~ patharma /root/Steam/steamapps/common/Arma 3 Server ~~~ pathmod /root/Steam/steamapps/workshop/content/107410 ~~~ prepfolder.sh #!/bin/bash #Prepare folder structure mkdir mods mkdir mods/lns cp server.cfg mods cp runarma.sh mods #Pull base image docker pull maxhougas/steambox-i:db #Discharge dockerfile echo "FROM maxhougas/steambox-i:db" > dockerfile.db echo "RUN ./steamcmd.sh +set_steam_guard_code $(cat steamguard) +login $(cat creds) +app_update 233780 +quit" >> dockerfile.db echo "WORKDIR /root/Steam/steamapps/common/Arma\\ 3\\ Server" >> dockerfile.db echo "CMD ./mods/runarma.sh" >> dockerfile.db #build image ./build.sh #Obliterate credentials rm dockerfile.db ~~~ run.sh #!/bin/bash docker run -dp 2302-2306:2302-2306/udp -v $(pwd)/save:/root/.local/share/Arma\ 3\ -\ Other\ Profiles/Player -v $(pwd)/107410:$(cat pathmod) -v $(pwd)/mods:/root/Steam/steamapps/common/Arma\ 3\ Server/mods --name arma-s arma-i ~~~ runarma.sh #!/bin/bash cd /root/Steam/steamapps/common/Arma\ 3\ Server ./arma3server_x64 -config=mods/server.cfg -mod=$(cat mods/modline) > mods/arma.log ~~~ start.sh #!/bin/bash docker start arma-s ~~~ stop.sh #!/bin/bash docker stop arma-s ~~~ Github link = https COLON SLASH SLASH github DOT com SLASH maxhougas SLASH arma1button Put a decent chunk of work into this; hope it helps someone. I got notifications for this one turned on, so holler any questions, comments, complaints, gripes, or bitches.
  23. Who are we: S&C Supply is a provider of Arma 3 modding assets. Our team is comprised of passionate gamers and experienced developers who understand the needs of the modding community. We have worked on the finest arma 3 gear out there, and our assets have been used by many players in the community. What do we offer: We offer a wide range of assets, including weapons, gear, uniforms, and more. All of our assets are carefully designed and tested to ensure that they meet the highest standards of quality and accuracy. We use real-world data and expert knowledge to create assets that are not only visually stunning but also functionally realistic. In addition to library of pre-made assets, we also offer custom asset creation services. Our team of designers and developers can work with you to create unique assets that perfectly fit your mod's theme and style. We use the latest technology and techniques to ensure that your custom assets are optimized for performance and seamlessly integrate with the Arma 3 engine. Our Commitment: At S&C Supply, we are committed to providing our customers with the best possible experience. We offer fast completion competitive pricing, and unparalleled customer support. Our team is always available to answer your questions and provide technical assistance. A list of What we can do: - Uniforms - Vests - Backpacks/Panels - Helmets - Eyepro & Facewear - NVG's - Weapons - Weapon hand animations - Optics - IR/Flash Combos - Grips - Mags - Suppressors - Custom Patches - Texturing - Porting new models So, whether you're starting a new unit or have an existing one, S&C Supply has everything you need to take your Arma 3 Unit to the next level. Visit our discord now to learn more about our products and services, and join the satisfied customers who trust S&C Supply for their Arma 3 modding needs. https://discord.gg/rtsW52BVEP
  24. HI I'm desperate... I've been facing this problem for more than a week now, tried countless fixes but came up with nothing. I think I read every single article on dedicated server lag out there without finding someone having the exact same problem without any match so i'm trying my luck here. The situation : I'm hosting an Arma 3 dedicated server on my computer to play antistasi plus with some friends, i boot the server for 4 to 7 hours sessions in mind. Game and server running allongside (and discord in the background) with no problem whatsoever (at least for a time), the total memory usage will be around 18G on 32G. But after 1 to 2 hours the server is gonna start lagging out from nowhere, freezes, desync, becomes gradually unplayable. During that time the memory usage of my computer will be caped at 16G (50%), event if i'm opening other applications the memory won't exceed 16G until the server crashes. Problem resets at server restart. If you're familiar with arma troubleshooting you know that this is a common error on clients, a lot of people have/had it and i had it too at first (note that client and server encountered the problem at the exact same moment in the begining), but i fixed it by switching from the basic to the profiling version of the game and from 32 to 64x and it worked so thats that taken care of. What i've tried : -Tried the basic, Beta and profiling version of the server -> no changes -Tried 32 and 64 bits -> 32bits started lagging after 1h to 1.5hrs -Tried setting maxMem au MaxVRAM accordingly to the specs of my pc (specs at the end) -> nothing -Tried to change the malloc parameter from tbb4malloc_bi to jemalloc_bi and system -> nothing -Tried modded and vanilla (modlist at the end) -> same thing -Tried the server from the dedicated server app (steam id=233780) and the server from the arma 3 app (steam id=107410) -> same -Updated quite literraly all my drivers -> pc up to date but still the same problem Diagnosis : The problem seems to be coming from the memory allocation: for wathever reasons it seems to thinks that my system only has 16G and does everything it can to avoid going over. All other processes are fine during that, so well that they'll get confortable and take a so much ressources that i won't be able to get my system back to a 10G where the server could work without to many problems. This is just a guess based on what i could observe, i tried searching into the rpt files before realising that i can't understand shit (but no obvious error around the time the lag begins that could explain it from what i can tell, can be wrong tho) Specs : My computer : -Intel core i7-10700k 3.8Ghz -32GB of RAM -Server is located on a 1TB SSD -Nvidia Geforce RTX 2060 -Windows 10 Mods : server config : startup parameters : RPT FILE only from 5 min before the problem occured to the server shutdown (because of pastebin limit, i can provide other parts or entirety on demand) Thanks in advance for any help you can provide. I've got a pretty good knowledge in dedicated servers but i'm new to the arma environment, i'm not in anyway a pro in this and there's a lot i don't know. I've searched for a good amount of time but at this point i'm not excluding any solution so if you've got a solution that may sound stupid try anyway, won't shame you for helping me. sorry for any spelling mistakes, not my mother tongue. I can provide additional data on demand exebill :)
  25. Hi there. Not sure what I'm missing but the smoke sources (from Wiki) is not spawn on Dedicated Server. It should be called multiple times to create a fake artillery impact zone. As a hosted server, it works well. On the dedicated server, the shell craters and debris are fine, but the smoke is not shown. In the first file, I am: spawn { //<lot of code> [_kzPos, _kzRadius] spawn THY_fnc_ETH_cosmetic_UXO_impact_area; //<lot of code> }; And here is the function supposed to create the smoke sources through a radius: Down below, same block but editable if you want to copy lines: THY_fnc_ETH_cosmetic_UXO_impact_area = { // This function just creates a fake bomb impact area in a limited area pre-configured. Smoke templates: https://community.bistudio.com/wiki/Particles_Tutorial#Full_examples // Returns nothing. params ["_kzPos", "_kzRadius"]; private ["_smokePos", "_smokePosASL", "_smoke", "_grassRemover", "_terrainObjects"]; // Generate a random position inside a circle: _smokePos = _kzPos getPos [_kzRadius * sqrt random 1, random 360]; _smokePosASL = ATLToASL _smokePos; // if the smoke position is in the water, the current impact area creation is canceled: if ( (_smokePosASL select 2) < 0.2 ) exitWith {}; // 'select 2' = Z axis. // This remove the grass around: [_smokePos] spawn THY_fnc_ETH_cosmetic_grass_remover; // Crater decoration: //"Land_Decal_ScorchMark_01_small_F" createVehicle _smokePos; "Land_ShellCrater_01_F" createVehicle _smokePos; "Land_ShellCrater_02_debris_F" createVehicle _smokePos; // Remove all selected terrain objects from around the impact area: _terrainObjects = nearestTerrainObjects [_smokePosASL, ["FENCE", "TREE", "SMALL TREE", "BUSH", "WALL"], 2, false]; // [position ASL, [types], radius, sort, 2Dmode] { // forEach _terrainObjects: if ( isMultiplayer ) then { _x hideObjectGlobal true } else { _x hideObject true }; } forEach _terrainObjects; // Creating the smoke source: _smoke = "#particlesource" createVehicle _smokePos; _smoke setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _smoke]; _smoke setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _smoke setDropInterval 0.05; // Return: true; }; 🤕
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