From the server exe is it possible to change the server name from default i.e Andy-pc. As when i start the game and go to multiplayer i see my server called Andy pc and cant seem to change it.
Thanks for a quick response, where do i put the server cfg file ? and seems like i will have to change alot of entries in the arma cfg file to make it work for TOH. Kinda new to all this just trying to get a uk server up and running using the server .exe instead of doing it in game.
Thanks for a quick response, where do i put the server cfg file ? and seems like i will have to change alot of entries in the arma cfg file to make it work for TOH. Kinda new to all this just trying to get a uk server up and running using the server .exe instead of doing it in game.
It doesn't matter where you put it as long as you refer to the correct path in the launch path.
So, if you put it in;
Code:
c:\myConfigs\server.cfg
Make sure you launch it with
Code:
"-config=c:\myConfigs\server.cfg"
Perceived wisdom is that you don't keep it in your ToH directory as some hacks (for Arma2 anyway) can find it there.
EDIT --->
There's not much you have to change actually. Here's one that works in its basic form....
Spoiler:
Code:
//
// server.cfg
//
// comments are written with "//" in front of them.
// GLOBAL SETTINGS
hostname = "YOUR SERVER NAME"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = ""; // 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
//reportingIP = "127.0.0.1" // TEST
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 my server",
"",
"Just have fun!",
"",
"",
"Come and see us again soon",
""
};
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checkfiles[] = {}; // Outdated.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 = 0; // 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 = 2; // 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 = 1.1; // 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 = 0; // 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 = 0; //Server to use BattlEye system
// MISSIONS CYCLE (see below)
class Missions {};
this is my server cfg file does that look ok . Spoiler:
//
// server.cfg = "-config=c:\myConfigs\server.cfg"
//
// comments are written with "//" in front of them.
// GLOBAL SETTINGS
//hostname = "BREAKAWAY UK SERVER TEST"; // The name of the server that shall be displayed in the public server list
//password = ""; // Password for joining, eg connecting to the server
//passwordAdmin = ""; // 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
//reportingIP = "192.168.0.2" // TEST
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 my server",
"",
"Just have fun!",
"",
"",
"Come and see us again soon",
""
};
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 = 0; // 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 = 2; // 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 = 1.1; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// INGAME SETTINGS
disableVoN = 0; // If set to 1, Voice over Net will not be available
vonCodecQuality =5; // Quality from 1 to 10
persistent = 0; // 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 = 0; //Server to use BattlEye system
// MISSIONS CYCLE (see below)
class Missions {};