froggyluv
May 7 2011, 03:37
Hi, I'm totally new to this aspect of MP but would like to understand how to operate this thing -if even just to set up a wise-ass welcome message :D
So my Arm2oaserver shortcut reads:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oaserver.exe" -config=server.cfg -MOD=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
and in my Arma2 Folder I copied pasted the example config from Biki and named the text file server.cfg
//
// server.cfg
//
// comments are written with "//" in front of them.
// GLOBAL SETTINGS
hostname = "Fun and Test Server"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "xyz"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
reportingIP = "armedass.master.gamespy.com"; // This is the default setting. If you change this, your server
//reportingIP = arma2pc.master.gamespy.com"; // In case of ArmA2 might not turn up in the public list. Leave empty for private servers
//reportingIP = "arma2oapc.master.gamespy.com"; // For Operation Arrowhead
logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {
"", "", "",
"Welcome to the Testing",
"Server Settings: Veteran, Crosshair = off, 3rdPerson = off, MapInfo = off, VoN = off, CustomFiles = 200KByte, Voting = 33%, PersistentMaps = on",
"We are looking for fun - Join us Now !",
"http://www.mypage.org/",
"",
"You should use mumble, its better than",
"TS2 Server for recruits: mypage.org:8767"
};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 30; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// INGAME SETTINGS
disableVoN = 1; // If set to 1, Voice over Net will not be available
vonCodecQuality = 0; // Quality from 1 to 10
persistent = 1; // If 1, missions still run on even after the last player disconnected.
// SCRIPTING ISSUES
onUserConnected = ""; // self-explaining
onUserDisconnected = "";
doubleIdDetected = "";
regularCheck = "";
// some ArmA specific stuff - signature verification
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
BattlEye = 1; //Server to use BattlEye system
// MISSIONS CYCLE (see below)
class Missions {};
[edit]
Mission rotation
One can set an automatic mission rotation. It will automatically select a mission join a player joins with no admin logged in. Once the mission is done and still players on the server, it automatically switches to the next in the cycle.
[edit]
ArmA
The following example shows one for the missions included with the demo.
class Missions
{
class MPCTF_01// name for the mission, can be anything
{
template = M02CaptureTheFlag.SaraLite;// omit the .pbo suffix
cadetMode = 1;// difficulty 0=veteran 1=cadet
};
class MPCOOP_01
{
template = M01Cooperative.SaraLite;
cadetMode = 1;
};
class MPCTI_01
{
template = M03ConquerTheIsland.SaraLite;
cadetMode = 1;
};
};
I then run the server.exe and then Armaco -create new game but the config doesn't seem like it's operating :confused: I unslashed the Welcome Message and I still see nothing.
So my Arm2oaserver shortcut reads:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oaserver.exe" -config=server.cfg -MOD=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
and in my Arma2 Folder I copied pasted the example config from Biki and named the text file server.cfg
//
// server.cfg
//
// comments are written with "//" in front of them.
// GLOBAL SETTINGS
hostname = "Fun and Test Server"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "xyz"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
reportingIP = "armedass.master.gamespy.com"; // This is the default setting. If you change this, your server
//reportingIP = arma2pc.master.gamespy.com"; // In case of ArmA2 might not turn up in the public list. Leave empty for private servers
//reportingIP = "arma2oapc.master.gamespy.com"; // For Operation Arrowhead
logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {
"", "", "",
"Welcome to the Testing",
"Server Settings: Veteran, Crosshair = off, 3rdPerson = off, MapInfo = off, VoN = off, CustomFiles = 200KByte, Voting = 33%, PersistentMaps = on",
"We are looking for fun - Join us Now !",
"http://www.mypage.org/",
"",
"You should use mumble, its better than",
"TS2 Server for recruits: mypage.org:8767"
};
motdInterval = 5; // Time interval (in seconds) between each message
// JOINING RULES
checkfiles[] = {}; // Outdated.
maxPlayers = 30; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// INGAME SETTINGS
disableVoN = 1; // If set to 1, Voice over Net will not be available
vonCodecQuality = 0; // Quality from 1 to 10
persistent = 1; // If 1, missions still run on even after the last player disconnected.
// SCRIPTING ISSUES
onUserConnected = ""; // self-explaining
onUserDisconnected = "";
doubleIdDetected = "";
regularCheck = "";
// some ArmA specific stuff - signature verification
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
BattlEye = 1; //Server to use BattlEye system
// MISSIONS CYCLE (see below)
class Missions {};
[edit]
Mission rotation
One can set an automatic mission rotation. It will automatically select a mission join a player joins with no admin logged in. Once the mission is done and still players on the server, it automatically switches to the next in the cycle.
[edit]
ArmA
The following example shows one for the missions included with the demo.
class Missions
{
class MPCTF_01// name for the mission, can be anything
{
template = M02CaptureTheFlag.SaraLite;// omit the .pbo suffix
cadetMode = 1;// difficulty 0=veteran 1=cadet
};
class MPCOOP_01
{
template = M01Cooperative.SaraLite;
cadetMode = 1;
};
class MPCTI_01
{
template = M03ConquerTheIsland.SaraLite;
cadetMode = 1;
};
};
I then run the server.exe and then Armaco -create new game but the config doesn't seem like it's operating :confused: I unslashed the Welcome Message and I still see nothing.