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Found 316 results

  1. I created this MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2207947068&searchtext=%40Disable_Zoom+1.0+Vanilla Compiled and signed in V2 and then sent to the Workshop. The MOD works great in single player. But if I try to host it on my server it doesn't work. It gives me that the client / server version are not the same. I downloaded the file from the Workshop for both the client and the server. I use TADST as server launcher, and V2 signature verification is selected. What am I doing wrong?
  2. NOTE: 1.98. 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
  3. I am setting up a dedicated server and I have started adding mods. I had a problem that the server wasn't recognizing the RHS black hawk I had in the mission file which I solved by creating a copy of the arma 3 client's mod in the server root folder. I'm glad I solved the problem, but this also creates another. I have limited space on the server storage but I would like the mods to be kept up to date automatically. That's the reason I spent $8 on another copy of arma. (also because steamCMD timed out downloading larger mods) Is there a way I can use shortcuts to the mod folders in the root directory and have the server recognize it? Or is there another way to deal with the problem?
  4. INTRO FAST2 is an extensive rewrite of FAST, which was a project I started to help automate and speed up the deployment of Arma 3 servers on Windows. The UI needed updating and the code was messy and inefficient. This new and hopefully improved version has more features and better stability than FAST. Thanks go out to all the guys who helped test this version before release with special mentions to Kju and JamieKG for their continuous bug reports and testing. Also, to BI for giving us an awesome game to play with and break. IMAGES DOWNLOAD LATEST VERSION LATEST VERSION SETUP & INSTALLATION Follow the instructions on the Wiki. FEATURES General Features Theming System & Material Design Auto Updates Improved UI from FAST Improved stability from FAST Easy to read and share config files SteamCMD Automation Install and update Arma 3 Server (Stable & Dev) Install, update and manage Arma 3 Workshop mods Supports Steam Guard and Mobile Auth Import mod presets from Arma 3 Launcher Check for mod updates on app launch Multiple Server Profiles Save and load multiple server presets Ability to clone server profiles Supports all server config options Supports all server command line options Custom mission params Custom difficulty Headless Client support & auto launch Correctly displays mods in Server Browser Local Mod Support Reads local mods from server folder Include additional folders to search PLANNED FEATURES Automatic Server Crash Handling (Auto-restart, reporting, etc.) Detection of existing Steam Workshop Mods Export server profiles to .bat files Set CPU Affinity and Priority Schedule Auto Restart of servers Schedule Auto Update of mods and server PREREQUISITES Steam account with valid copy of Arma 3. Basic understanding of Arma 3 dedicated servers. ISSUES & FEEDBACK As always best place to report issues is on the GitHub Repo, as for general discussion I’ll always keep an eye on this thread or come and join us in Discord. DOCUMENTATION Can be found on the Wiki on the GitHub Repo. This will be updated continuously as new features are added and others changed.
  5. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  6. 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.
  7. General description Arma Server Control Tool can be used to execute SQF scripts on server directly, by using standalone server side application. Idea behind this project is to solve the problem that, in many cases it is hard or straight impossible for server administrator to execute certain scripts on server, also it most likely involves joining server with game client. A lot of times server admins are not able to quickly react to some event on server due to absence of a PC with installed arma nearby. With ASCT all you need to do is to login to your server with remote Desktop or TeamViewer, right click on script.sqf and select ASCT Execute. NOTICE! This application REQUIRE root access to server, you MUST be able to connect to server with remote desktop or TeamViewer. If you have only web access this application is NOT usable. Target audience This tool supposed to be used only on server side. it is made for server admins and developers. Currently this program can be used only on windows platform. Installing 1) Copy paste @asct folder to root of your server alongside with other addons 2) Change your server startup parameters by adding -serverMod="@asct;" 3) Copy paste “asct_console†anywhere you like. At this point you are basically done, you can now use asct.exe as console app. However there are few optional steps to make your life simpler. 4) Optional. If you are running several arma servers on single machine, you should set "instanceID" in order to distinguish arma servers. To do that execute following expression on server init asct_instanceID = “your_idâ€; Select something descriptive as “your_id†but use only a-z,0-9 and _ characters. 5) Optional. When directory for asct.exe selected, run Add_ASCT_to_context_menu.bat, that should be found in same directory. Remember to run it as administrator. This will add “ASCT Execute†option to windows explorer context menu. In case you have several servers on same machine, open Add_ASCT_to_context_menu_instance_yourID.bat file and edit 3rd line. instead of "yourID" type in same instanceID you used in step 4. Save .bat file and execute it as administrator. 6) Optional. For notepad++ users. Copy paste asct.dll from “Notepad++ plugin†folder to “C:\...\Notepad++\plugins\†Use as console application There are several ways to use app. They all have some pros and cons, choose one you like more. For sake of clear examples let`s assume you put asct.exe in C:\asct_console\ folder. As most console apps, this require user to provide parameters. Only one parameter can be used at once. 1) Execute script from file -f <filename> Example: C:\>asct_console\asct.exe -f "C:\my scripts folder\script.sqf" This is simplest method, nothing much to say here, app will read whole file and execute it`s contents. It is also possible to pass only filename, in such case file must be in same folder as asct.exe. This method allow file to have both single line comments // and multiline comments /* */. However, preprocessor directives are NOT allowed (#include, #define, __MACRO__, etc…). SQF files should be encoded as UTF-8. 2) Execute expression -e <expression> Example: C:\>asct_console\asct.exe -e "diag_log \"hello from RPT\";" This method is very straightforward, thus can be useful for only very simple commands. As you can see it require to escape inner quotes and some other technical characters like %, it does not support any comments and must have whole expression in single line. However, it might be useful if you like to use asct in conjuration with some batch, PowerShell, VBS or whatever else scripting methods you like. 3) Execute base64 encoded expression -b <base64code> Example: C:\>asct_console\asct.exe -b ZGlhZ19sb2cgImhlbGxvIGZyb20gUlBUIjs= This one accepts script expression in form of UTF-8 string encoded as base64. What you see in example is basically “literal†representation of bytes of UTF-8 string diag_log "hello from RPT"; This method combine ability to have whole expression in one line, allowing single and multiline comments and accept expression of any complexity. Encode/Decode algorithm borrowed from here http://www.adp-gmbh.ch/cpp/common/base64.html. You can use online services to encode script as base64, google for it. Optionaly, if you have several instances of arma servers, there is also one additional parameter to tell on which server script must be executed. It can be used in conjuration with other parameters. -id <instanceID> Example: C:\>asct_console\asct.exe -f "C:\my scripts folder\script.sqf" -id your_ID You can use this parameter before or after expression parameter. In this way script will be executed on server with given instanceID. NOTE! In windows, applications have limits on length of parameters. At max it is 32768 characters, but command prompt has own limitation of 8191 character. However, there is no limitation for size of script inside SQF file, so first method can be used on very long scripts. Use as notepad++ plugin If you are using Notepad++, you can install asct plugin for it. It will allow you to execute scripts directly from notepad++. After plugin is installed (see Install. step 4) you must specify full path to asct.exe. To do that, on toolbar press Plugins->ASCT->Settings. There you will see input box, write full path to ASCT and press OK. When you have your script ready, press Plugins->ASCT->Execute to run it. Notepad++ allow to have several documents opened at same time, but only content from currently active document, will be read and executed. if you have several instances of arma servers, you should add their instanceIDs to a list in settings menu, once it is done, you will be able to select target server with "Execute at..." pressed. It is also possible to select certain server as default target by selecting instanceID from list and pressing "make default" button, after that, selected instanceID will be used in Execute funciton. By pressing "make default" button with no selected server, instanceID will be "unset". Use as windows explorer context menu You can also execute scripts directly from windows explorer by using right-click context menu. Follow step 5 from installation to get “ASCT Execute†option in context menu. Now navigate to folder with your script.sqf file, right click it and select “ASCT Executeâ€. As with other methods, here you can have direct execution on each of your server instances. Security & Battleye This application does not use any “cheating†methods to do it`s job, no memory reading/writing, no dll injections or anything else like this. All it does is using callExtension command to communicate with asct_ext.dll from which receive and call compile expressions. This application is not meant to be used on client, thus it will be immediately blocked by battleye which is totally intended behavior. On server side, on the other hand, battleye have much less limitations (if any) and allow use any extensions. If you like to use application on client for development/testing feel free to do so with disabled battleye.Similarly, asct.pbo is not signed as it should NEVER be required mod, nor used on clients in actual game. In current implementation, there should be no way for cheaters to exploit application in any way, unless they have root access to server. Web interface Allowing to have asct available in browser on remote PC is something that I am very interested in doing. I realize many server owners have no root access, only some sort of web control panel with limited functionality. It would be amazing to allow use of asct for them as well. However, such a thing would require A LOT of safety considerations, it is direct control of server execution from internet after all. Does not seems to be very SAFE idea. Nonetheless I will consider implementing this as experiment. If you feel like helping me out with ssl and web development, send me a PM. Current version and goals Current version of application is 0.9.0.1. Next version will have bug fixing that hopefully will be found in the course on few next weeks. Once all bugs sorted out there will be final version 1.0. There probably will be no new functionality available in final version. License This application is released under GNU GENERAL PUBLIC LICENSE version 3. If you redistribute this application, please mention author and give link to this forum page. Changelog Download Latest version 0.9.0.1 Google drive (both x32 and x64) Older versions: 0.9.0.0 - Google drive Feel like this tool was usefull for you? You can show your appreciation with small donation, thank you!
  8. 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?
  9. The RwG Addon "Basebuilding Exile" is now available. Steam Community Link This contains new objects and structures for the Exilemod. So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal. Item-List Features/Contains - A big gate for transporters. - Different door variants. - An elevator that can lift vehicles and people. - More snappoints - Compatible with Exile objects - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit - and much more Exile Vanilla If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall. CustomCodes Old (Only WoodPlanks-Upgrade) New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade) If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer. Update 1.01 Update 1.01a Update 1.0.2 CraftingRecipes vers.2 CfgInteractionModels WARNING This mod is still under development. There may be errors, which are not intended by the creator. Please report bugs in the Discord "Bugs" Channel If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone. The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out. This mod is an extension for the Exilemod and therefore not functional without it. This mod may not be modified and reuploaded without the permission of the creator. This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.
  10. playityourway

    [A3]Altis JSOC

    Execute Handcrafted SpecOps & AirOps with others and your friends on our custom Framework. Server Info 80+ slots. Public 24/7 Server. 100+ Handcrafted missions. 7 x 8 man SpecOps squads. 9 different Pilot Slots. 8 Opfor Slots for an element of pvp in each mission. Attach Player Driven Support whenever you need it. Custom Map/GPS UI and Operating System. Whitelisted Addons for immersion. No Required Addons for the server. Loads of grief prevention scripts to ensure you have a good time free from griefers. Advanced AI so they really fight back. Watch our Trailer to get a taste of what to expect Basic Info *https://discord.gg/vxkKY9E * Server Location: Germany * All are welcome! * Our website with everything you need to know. http://arma.playityourway.net/ Milsim Players We have designed this server with experienced players in mind, meaning you. One of our goals is to create a place where we can enjoy milsim styled gameplay with immersion and is free from griefing admins/leaders. New Players From in-game and our discord you can find our guides and also join our “Learn how to Arma” voice channel to talk to other players. These players may even join you in- game and help you learn how to do things. http://arma.playityourway.net/learn_how_to_arma/
  11. Join our Discord! (http://discord.gg/CsuuGe7) steam favourites: 91.210.227.3:2303 direct connect: 91.210.227.3:2302 *Server informations:* 1. Bases need to be paid every 7days (will be removed on the 8th day) 2. Territory moderators have the ability to go through their own doors and open their safes without entering the code 3. revive system 4. The Radiation zone has a protection bubble around it. No bullets will enter or leave the Radiation zone (about 370m from Centre) 5. Custom wages depending on your respect 6. Gambling System (Scratchies) buy them, take part (winners are drawn every 2 min) and if you’ve won redeem your price 7. ZCP: half of the poptab reward is automatically transferred to your bank account 8. Drop crates at the Wastedump to sell them automatically 9. Tigris anti air rockets got replaced with zephyr 10. Non flare helicopters got flares, if a heli is missing, then tell it to an admin 11. Loadouttrader!!! Yes, just walk up to an equipment trader and scroll down on him 🙂 Mods: Extended Base Mod CUP Weapons 1.15.0 CUP Vehicles 1.15.0 CUP Units 1.15.0-hotfix1 CUP Terrains - Maps 1.14.0 CUP Terrains - Core 1.15.0 Chernarus_Isles Advanced Urban Rappelling Exile Mod Enhanced Movement Community Base Addons v3.15.1 Join our Discord! (http://discord.gg/CsuuGe7)
  12. I've recently setup a dedicated server and installed Ace on to the mission. Problem is even logged on as admin I cannot seem to make the server override the client settings. So I figured the next option is to force the override via the cba_setting.sqf but I don't exactly know what to put in that file. I took a look in CBA setting github page, do I just enter 'On Server 2 Force: Server > All' into the sqf?
  13. Hello everyone, and thank you for taking the time. I have returned to Arma 3 mission making and server hosting after a break, and have been really excited to get going. I know some ins and outs how to manage a server, and do some troubleshooting already, when it comes to mission making, scripts, and to find out problems with the server and the logs. However, this issue is not something that I have managed to resolve as of yet; There is some kind of desync issue with the server, sooner or later as I am hosting an operation, or another gamemode such as Escape, sooner or later at some point the server will start to desync strongly in periods .. like when AI is spawning or moving about. I have tried to run the missions without some scripts, to test if it fixes the desync but it hasn't .. so I was thinking maybe there is an issue in the mod list, somehow, or corrupted files in the server, or something to do with the server getting overloaded and too busy .. which has led me to read about Headless Clients, which is too complex for me. Current mod list during operations; Mod list during Escape (custom modded); Keep in mind we experience same desync issues, with both mod lists. Perhaps answers can be found in the log, I appreciate if anyone could take a look; This is the log from yesterday when we were playing Escape Tanoa (custom with mods).
  14. Hello gents, I am having an issue with Custom Images from Eden editor. I have followed all steps(using ACE Slideshow, and the innit) this setObjectTextureGlobal [0,"Images\Image.jpg"]; for changing billboards images. In these steps, you put all the images that you want to be able to found inside the actual mission file. Everything works once I'm in the editor and testing it, the ACE Slideshow works perfectly fine and all the custom images I put on signs work. However, once I transfer the .pbo file onto my dedicated server, log in as an admin, set the mission, it loads, I select the role I want to be on, then I just get an infinite loading screen. I also tried uploading the entire folder that includes the .jpg pictures into my server mission file, however, the admin panel I'm using won't allow anything but .pbo files onto it. Anything helps, thanks
  15. Hello everyone, I've made a custom mission, using custom mods (from the 506th) and additional addons, along with my own custom faction made through ORBAT. The mission works very well, just some oddball errors. To the point: My friend is able to join the server with ease, no hiccups or errors. Everything operates as normal: Joins the server, chooses a slot, I start the mission up, he downloads the mission file just fine, but then the map's loading screen (tanoa) gets stuck at around 85% of the way. On the map brief, his player even goes to the blue rectangle at that point. Hitting continue, he can still hear everything fine, just as if he were actually in the mission and I can see his name on the player he's chosen. We've tried what seems like everything at this point and I'm at a loss: - Deleted all MPMissionCache (on both of ours) - Made sure his mods works in the editor - Made sure we had the exact same mods loaded, AND in order - Applied the "fix", done correctly as done in the video, found in this video where an init.sqf is applied in the mission file and exported to the MPMissions folder, and I load THAT mission in: https://www.youtube.com/watch?v=3Y4JuvoT1Gs - Restarted several times Note that when in the editor and loading this mission, or saving it for the first time in the particular editor session, I get this error: []: 'bin\config.bin/CfgPatches/tiad_506th_Light_Laser_switch/' not an array Also note that when loading the mission on the server we (both) get this error: No entry 'bin\config.bin/CfgWeapons.506th_atrophine'. Mods loaded are as follows (in this order): - 506th IR - Community Based Addons v3.15.1 - 506th IR - Advanced Combat Environment 3.13.2 - 506th IR - Mod Pack 3.3.8 - 506th IR - CUP Terrains - Core - 506th IR - CUP Terrains - Maps - 506th IR - RHS: Armed Forces of the Russian Federation - 506th IR - RHS: GREF - 506th IR - RHS: Serbian Armed Forces - 506th IR - RHS: United States Forces - 506th IR - Task Force Radio (TFAR) v1.0.325 - CBA_A3 - C2 - Command & Control - ALiVE - Ares - Achilles - NIArms All in One - L3-GPNVG18 Panoramic Night Vision - MLO All-in-One Collection - UnderSiege Patches & Insignias Link to download the .rpt file: - .RPT FILE How can I fix this? What am I missing here? I've spent a lot of time making the mission (too much to admit, especially since it was my first ever real attempt at making a polished mission)
  16. I was able to create public server before and It was visible to my friend as well, but from last night my friend cant see server. My port forwarding is also working fine. I use a laptop to create a public server and then use my PC to join it(both are in one house and Both are connected via LAN wire) but the problem is that : Server is only shown in LAN tab but not in friends tab. When he checks view game info on steam's friend it says server is not responding. UPNP is also enable and its working fine, Tried resetting, rebooting modem aswell. Can anyone help me with this. Appreciated
  17. I'm trying to set up an Antistasi server for my friends (around 3 or so) and it says to port forward 2302 and 2303. So I go and type my IP in Firefox (my ISP is Virgin Media) and I go to the options screen. No option to port forward from what I can see. I do some research and I realize that I have an IPv6 DS-Lite connection. I have no clue what that is but all I know about it means that I can't make a server for me and my friends. I'd like if someone could give me a basic rundown of what this means and can I fix it?
  18. Hello good people ! i don't know if this is the right place to post this, but I'm having trouble getting mission rotation to work. my Class mission is setup like this class Missions { class Mission01 { template="Conquest-Ported.zargabad"; difficulty="regular"; class Params {}; }; class Mission02 { template="ConquestTestEngland.swu_public_Imber_uk"; difficulty="regular"; class Params {}; }; class Mission03 { template="ShapurConquest.Shapur_BAF"; difficulty="regular"; class Params {}; }; }; im using persistent = 1; and -autoinit. when the mission is over, it dont really end but put people back to the slot screen, but it never changes or reloads the pbo. im out of ideas :) looking forward to hear from you or getting put in the right direction!
  19. Tophes Arma Dedicated Server Tool (TADST) v3.1.0 by Tophe of Östgöta Ops [oops] >>>DOWNLOAD FROM ARMAHOLIC<<< Link if Armaholic is overloaded: HERE =============================================== 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
  20. Hi everyone, I've been attempting to install and run an Arma 3 server off of my Linux server for about a week now and I seem to be running into a wall with my configuration. I have the server installed through LinuxGSM and that seems to be working correctly, the server launches and I can see/connect to it, albeit only via the LAN IP, not the WAN IP (also the password param in the config file doesn't seem to be working correctly but thats another issue for another day), and as such anyone trying to connect from outside my LAN can't. This seems to be a port forwarding issue because when I check what ports are active and listening on my linux machine, ports 2302-2306 are being used by the Arma 3 Server, but they are not listening and nothing I do makes them listen whether I try to open the ports from my router diagnostics or through commandline on the server itself (through iptables). I can't seem to find any tutorials that solve the issue either so I figured I'd ask myself. Thanks for any help!
  21. What is this. Example MP mission that has 4 working configurable clickable buttons in the briefing. Purely VANILLA, no addons These buttons can be configured to Open an external web page in your default browser Start and connect a client to your Teamspeak server ( If they have Teamspeak installed ) Download a file And most likely also allow you to link to your discord channel (not tested) No issues found while running with an anti virus and doesn't interrupt Arma (Tested in full screen mode with multiple monitors) DOWNLOAD LATEST VERSION Download Example mission and source code Following download has a working packed (pbo) mission file and the source files Txu_InfoLinks.zip (see changelog) The example mission will (If you click the links) (Please don't spam them) Allow you to Join my teamspeak server Open up the teamspeak client download page Open up our website front page Download our clientside addon pack INSERTING INTO MISSION 1) Copy the TXU_Info folder into the root of your unpacked mission folder 2) Add the following lines to your Description.EXT #include "Txu_Info\CfgControls.hpp" class cfgFunctions { #include "Txu_Info\cfgfunctions.hpp" }; If your CfgFunctions class already exists then just copy the "#include" line as seen above 3) Open the TXU_info\CfgControls.hpp Edit the txt= and url= entries for the 4 button classes in there and your done. Also if your mission doesn't have a briefing like for example OPEX, you can comment out the TXU_INFO_FrameEHId = addMissionEventHandler ["EachFrame",{[] call TXU_INFO_fbriefingEH}]; e.g. //TXU_INFO_FrameEHId = addMissionEventHandler ["EachFrame",{[] call TXU_INFO_fbriefingEH}]; so that it doesnt attempt to display in the initial briefing screen ADVANCED EDITING You can ad parameters to your Teamspeak URL For example, automatically add a bookmark to the players Teamspeak Client as well as passwords, default channels etc Complete format: ts3server://ts9.teamspeak.cc?port=9987 &nickname=UserNickname &password=serverPassword &channel=MyDefaultChannel &channelpassword=defaultChannelPassword &token=TokenKey &addbookmark=SomeBookmarkText Parameters are optional. In most cases, specifying the host and port should be sufficient. Nicknames usually should not be specified, leave this to be configured by the users in the client. So a common URL would look like this: ts3server://ts9.teamspeak.cc?port=9987 Or simplified if only the port is given: ts3server://ts9.teamspeak.cc:9987 CREDITS The orginal concept and a working example was by Larrow His original post https://forums.bohemia.net/forums/topic/169501-link-to-website-in-briefing/?do=findComment&comment=3277456 He is the one that deserves the credit for this. His original version only had 1 button and wasn't available in the initial briefing screen. My version has 4 buttons (I cant see you needing more than 3 really) LIMITATIONS The system uses classes to create buttons that are defined in the Description.ext environment. This is the only way I can see to pass an external URL link. For that reason it cannot be injected into the client using a serverside addon. So the only way to get this to work is as part of the mission file. That's a lot of editing for server admins and their mission devs FUTURE DEVELOPMENT If someone better at coding than me wants to rip this and optimise it more, feel free, I'll happily update the example mission and re update it. ENJOY ! CHANGELOG V.01 (Date: 18/5/2020) File: TXU_info\f\fmapEH.sqf Line 20 Changed from if(TXU_INFO_ButtonAdded)exitwith{}; to if(TXU_INFO_ButtonAdded1)exitwith{}; __________________________________________ V.02 (Date: 24/5/2020) Removed the requirement to #include "Txu_Info\CfgBaseDefines.hpp" This file has been completely removed. The default Gui class bases are no longer inherited from, this makes it much easier to import this into existing missions that define their own GUI Base classes and should not conflict with any existing Gui definitions __________________________________________
  22. So I was adding a template to my dedicated server to update it from our old one because my unit was moving to a new map for a campaign. I was able to export the mission from Eden perfectly fine and install it into my server but upon loading it in to test it I get this error and I don't know how to fix it or solve it Picture_ca_paa the map I am using is this https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647&amp;searchtext=vidda some assistance would be of great help
  23. Hi there, I've wanted to report an issue that I had for almost two weeks now. So every time I join a server it doesn't show the slotting screen, but is stuck in the server loading screen. First I thought it would take a little bit of time, so I waited for a couple of minutes. But nothing happened. I have then tried to fix this myself by verifying the files, reinstalling BattleEye, repairing the mods and eventually reinstalling Arma. I also got help from one of the mods in the community that I am in, but that didn't resolve it either. He then proceeded to check the server logs and saw that BattleEye does not show my steam ID. After deleting all cache from Arma, I noticed that the debug log got a new entry. It states as follows: "[0518/150655.357:ERROR:settings.cc(325)] Settings version is not 1". Now that is unfortunately all that I know, so that is why I could need your help.
  24. Hey Guys, So im trying to setup a dedicated server also to play on with my group. I use Ubuntu server and get the following problem when i load the mission: Even tho the mods are loaded: I made all files small letters already (removed capitals) and this is my startup line: ./arma3server -mod="mods\@cba_a3;mods\@cupterrainscore;mods\@cupterrainscwa;mods\@cupterrainsmaps;mods\@lingordingorisland;mods\@rhsafrf;mods\@rhsgref;mods\@rhssaf;mods\@rhsusaf;mods\@task_force_radio;" -port=2302 -name="FisherServer" -config="server.cfg" The folders contain the PBO files that are in the error, I tried to fix it for 5 hours already :/ Anyone have an idea where this is going wrong?
  25. Hi, I'm running a KP liberation Altis mission on my server. And i was playing for a while and trying to explode a FOB. But when i set the explosions and selected a trigger (im using ACE) it didn't go off. Then i tried multiple other explosives and they simply dont explode. No matter how. Can you guys help me out? Thank you in advance. The mods im using are : @CBA_A3;@CUP_Terrains_-_Core;@CUP_Terrains_-_Maps;@ACE_3_3.13.1_with_Old_Medical_System_(XXth);@Old_Medical_RHS_ACE_Compat_(XXth);@RHSAFRF;@RHSGREF;@RHSGREF;@RHSSAF;@RHSUSAF;@Project_OPFOR;@RKSL_Studios_Attachments_v3.01;@3CB_BAF_Weapons_(RHS ammo compatibility);@3CB_BAF_Weapons_(RHS ammo compatibility);@3CB_BAF_Vehicles_(RHS reskins);@3CB_BAF_Equipment;@3CB_BAF_Weapons;@3CB_BAF_Units;@3CB_BAF_Vehicles;@3CB_Factions;@Task_Force_Canada_(TFC-CAF);@Lithuanian_Armed_Forces;@NLDSOF_LITE_mas;@CUP_Weapons
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