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About terox

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    Warrant Officer

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    ermmmmmm??? Arma
  1. I have no idea what these are fadeDistanceStart fadeDistanceSpan If these are new difficulty settings then I would assume they work the same way as every other difficulty setting Meaning if you do not want the default values you have to define a custom difficulty set example class DifficultyPresets { class CustomDifficulty { class Options { reducedDamage=0; groupIndicators=0; friendlyTags=0; enemyTags=0; detectedMines=0; commands=0; waypoints=2; weaponInfo=1; stanceIndicator=1; staminaBar=1; weaponCrosshair=0; visionAid=0; thirdPersonView=1; cameraShake=0; scoreTable=0; deathMessages=0; vonID=1; mapContent=0; autoReport=0; multipleSaves=0; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.85000002; precisionAI=0.5; }; }; singleVoice=0; maxSamplesPlayed=96; activeKeys[]= { }; playedKeys[]= { }; sceneComplexity=400000; shadowZDistance=100; viewDistance=1000; preferredObjectViewDistance=1000; terrainGrid=25; volumeCD=10; volumeFX=10; volumeSpeech=10; volumeVoN=10; vonRecThreshold=0.03;
  2. dont know anything about OVH, however instead of opening ports in the firewall, try assigning the binary.exe to the firewall rules instead
  3. i would assume you are not loading the profile you think you are. The evidence for this can be found in your rpt file which you will find in the actual profile folder you are using example of rpt file with relevant information section
  4. rCon problems as of 11/17

    battleye port has changed (default 3206). This is detailed in the changelog. switch your firewall rules over to the Binary.exe rather than stating specific ports (Or both)
  5. There may be an issue with one of the mods, so strip them right back and start with the basics then add a few over time @Shac, isnt that clientside ? You can shove all your RHS into @RHS You can shove all your islands into @Islands Run a bat file that downloads from the workshop then copies the required mod into the required mod folder to automate keeping them up to date and shorten your command line argument The only mod there that you cannot put into a custom mod folder is Task Force
  6. I also don't have any performance issues with xeons. I cant compare a xeon performance with for example an I7 because I have never tried it. I tend to buy 1u dual socket motherboard rigs, afaik I7 doesnt support this, so it has to be xeon. Arma also utilises more than 1 core. AFAIK, the AI processing is on a dedicated core I also run what is now a very old set of xeons, 2 x X5675 @ 3.9Ghz We can run with something like 50 players and around 200 AI with that in a vanilla environment with no caching or Headless Client. While running more servers (At least 3 sometimes 4) So this is going to be down to either Poor server configuration Inadequate bandwidth the template you are using for your missions maybe one or more of the addons issue with some of the clients (The clients can drag the server performance down) When you have issues like this it would help if you listed hardware, connection and config files in your posts. Good luck
  7. the simple fact is that your clients are connecting with addons that you don't host a key for in your root arma keys folder you need to 1) Look at the rpt files for each client, these will detail their command line params and every addon they are loading 2) Compare the bisigns for your addons with the bisigns for their addons. You will most likely find ..... a) some of them are using a host of clientside addons you do not host ..... b) some of them will be using mismatched versions of addons This is a typical issue when you don't manage the addon pack for your server yourself. I use A3sync and sign nearly every addon on our server with a date stamped key. Clients click a sync button and they have an exact match of what they need, no hunting around steam workshops or having mismatched versions etc Every time we update the packs, we resign via an automated batch service. Although this requires more effort from the admin, it massively reduces support calls for addon issues the keys folder is the whitelist for the addons you allow clients to connect with Some mod makers resign their addons every time they update them (This is sensible practice, not all follow this practice). This is why you need to compare their bisigns with your server bisigns the mission itself defines which addons are required hope that helps
  8. debug the issue using the debugging tutorial stickied in this forum If you cannot solve the issue that way, then come back to us with the required information so we can help you. I would start by verifying you are loading the mods you think you are (On the client and on the server) by checking both the server and client rpt files
  9. optimise the mission, cache the ai, use a headless client, don't believe the hype that other server admins spout out about the number of players they can run with set a maximum ping value at somewhere sensible to keep those with poor connections away, somewhere between 100 and say 250 Pure pvp, no AI can run with a lot more players than a coop can because the server isnt processing the ai and then sending their data over the net for syncing to the clients I would say for a coop with a well optimised mission ans good hardware, you will be maxing out somewhere between 50 and 64 players Ideally you run with the number of players you can manage (especially milsim coop) while keeping the server cps at a MINIMUM of 20 For me I find around 50 players is a comfortable middle ground between player management and server performance. (We also dont have top spec cpu's)
  10. So .......... You work as a hosting solution provider and your here because you can't fix something :-) and you want our help ??
  11. Typically mission files are packed into a .pbo file and then uploaded to the server MpMissions folder. It is these .pbo files that arte then downloaded by the clients ands stored in their ArmA 3\MpMissions folder I do know it is possible to run unpacked mission files on the server, therefore it may be possible for a client to download them, although I have never tried to host a mission using such unpacked formats Is it a specific file that the client isn't downloading or all and any .sqf files ?
  12. SQL Files ? The engine will only allow ***mission***.pbo file to be downloaded by the client via the game itself
  13. Server refusing to load mods!

    @Darkhound, why would adding yet another complication help debugging an issue that is already there. You only add additional systems when you know the system you already have in use works That suggestion doesnt make sense
  14. Client-side FPS drops

    To find the issue You need to start with a clinically clean environment, eg a vanilla server with only BI missions and prove its stable Once you prove this (Which most folks don't do, they set there server up, add a ton of "Crap" and then find issues) Then its a nightmare to track down the problem Every time you add 3rd party content you need to verify the issue isn't there Very long and drawn out process If you initially had a stable server with no such issues then at least there is a very good chance its 3rd party content It may be an addon It may be the template that you use to create all your missions If you don't know whether you had a stable vanilla server to start with and you just added a bunch of addons and then hoped for the best, then it could be anything, from hardware, o/s configuration or server configuration or 3rd party content or even bad hosting
  15. Server refusing to load mods!

    You need to work through this every time you get an issue with the server not starting until you get very familiar with the symptoms that each issue causes. From a quick look, this is what i can see wrong DEFINITE ERRORS 1) The last -mod param shouldn't have a semi colon eg @Sonara; should be @Sonara 2) @ShackTacUserInterface I believe is a clientside mod so doesnt need to and shouldn't be be run on the server MAYBE's 1) Not sure if the characters listed below in red are valid for use as -mod params (Maybe they are ?, I've never tried to load a -mod with these characters in, this is the reason I don't know) - [ ] 2) I don't know @BloodlustLITE, am assuming this is an SFX mod, maybe that's clientside only ? 3) The length of the command line maybe too long, those who run a lot of mods with such long -mod calls seem to have issues (You can place most -mods in your own custom mod folders, eg @MyIslands @MyUnits etc etc (There are some mods that you cannot run outside of their original Mod folder name, Task Force Radio is one of them) This is a method to reduce the length of the -mod param Once you have worked through the debugging tutorial, if you have determined its a -mod issue Start by loading half the mods,if that is successful then load half that is left (1/4) The half again (1/8) Keep doing that until you figure out which batch has the culprit in then start to weed them out to the individual