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Thread: where put -netlog

  1. #1
    Sergeant
    Join Date
    Apr 7 2008
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    Between heaven and hell
    Posts
    115

    where put -netlog

    Hello
    I was wondering where must i put the -netlog (or logfile dont know wich one it was) and where i must point it to.basicly a guide
    Here is my server.cfg
    I know it says there but it dont work

    / comments are written with "//" in front of them.



    // GLOBAL SETTINGS
    hostname="Tangodown.nl"; // The name of the server that shall be displayed in the public server list
    maxPlayers=16; // May not be changed, i3D.net will apply this for you.
    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 might not turn up in the public list. Leave empty for private servers
    logFile="startlog"; // 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 TANGODOWN.NL",
    "Teamspeak 94.103.145.156:6000",
    "We play tactical so dont be A RAMBO"
    };
    motdInterval=8; // Time interval (in seconds) between each message



    // JOINING RULES
    checkfiles[]={ // Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server
    "HWTL\dta\data3d.pbo",
    "dta\data3d.pbo"
    };
    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=0; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
    equalModRequired=0; // 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=0.66; // 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 {
    };
    Last edited by Orton; Jul 3 2009 at 06:59.

  2. #2
    I thought that you should have -netlog in the cmd line.

    Then you should have a file named something like net.log or something in your
    ArmA2 catalog. But I can't make it work.

    There is no new log file that gets created when using -netlog. I have just tested it.

    btw:
    logFile="startlog";

    should be something like

    logFile="startlog.txt";

    I called mine "public.log" to find it...

    and

    reportingIP="arma2pc.master.gamespy.com"; // for Internet
    //reportingIP="<>"; // for LAN
    Last edited by NoBrainer; Jul 1 2009 at 21:31.
    Artificial intelligence is no match for natural stupidity

    NoPryl of Norway

  3. #3
    Sergeant
    Join Date
    Apr 7 2008
    Location
    Between heaven and hell
    Posts
    115
    Author of the Thread
    It is a stand alone server.Maybe that is what i am doing wrong.Maybe i need to redirect it to the server or something?

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