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    • ARMA 3
    • DAYZ
    • ARMA 2
    • ARGO
    • YLANDS


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Found 8 results

  1. Hi, I had some problems with the game, so let's go through the steps: I download Argo via Steam, if i click in Play, nothing happens, so I run the game direct via argo.exe, game starts...solved Login, select game mode, ready, and... kicked with the error "Battleye not initializing, restar the game", I restart the game, problem continues... I tried: Go in folder and execute Install_BattlEye. Check integrity game cache. Delete Battleye folder, check integrity and download again. Include BattlEye in firewall exceptions. Authorized the battleye to start automatically in Windows services. Uinstall and install Argo again. Nothing happens, so I started the game and started BEService directly in the task manager... now i can enter in room and play for 1-2 minutes, and kicked from the server with error "BattlEye Client not responding" How do I solve this problem?
  2. Script Version This mod enables Curators to see the Frames-per-second of each individual client when playing in multiplayer. Allowing the Zeus to identify if there is a widespread framerate problem, or if a few select users are experiencing issues. Comments in the code explain how to modify it if you want to change the 'Warning text' threshold which by default is 20fps.Given Arma 3 is now in 64 bit it's the perfect opportunity for players to test their performance in multiplayer coop games with large scale combat. Find out who's computer is the beefiest when playing with your unit, or be able to identify which player's computers are having trouble keeping up with all the action. A great tool for mission makers looking to maintain an optimized experience for their players when monitoring their progress in Zeus. Workshop Google Drive Armaholic
  3. Hi, i was playing 2 days ago Arma 3 with Exile Mod, CUP mods And CBA mod on server and without any issue But today i am trying to connect to any server with it keep me connecting and then disconnect and sometimes kicks me So i contact the admin of the server and he told me i see this error: 13:53:06 Client Ali-S - client's ticket has become invalid. Code: 6 I can only connect to servers that have Exile only with vanilla maps but any additional mods it's wont working I tried to troubleshoot this solutions: - Verified the game - Delete Savegame and MPMissionsCache folder - Downloaded all mods again - Tried from Arma 3 Launcher and A3 Launcher - Added/removed parameters - Restarted my PC and my router - Deleted my character from server - Tried new profile - Run as administrator for Arma 3 and A3 Launcher - Direct connect by using server IP Non of these helped, but the admin it could be your steam account ID is doing the issue so anyone have fix for this issue?
  4. Hello, i noticed the following post about mods and Steam. I also noticed the big support and engagement of BIS_Wizard, a member of the BI Developer Team. Maybe now it's time to ask for something about Steam / Arma 3, because I think BIS_Wizard is the right man for this! ;) I also checked the Forum first, but I couldn't find an existing post about this problem. Following problem: If I download my Server with the Steam CMD with the following command, %STEAMPATH%\steamcmd.exe +login %STEAMLOGIN% %STEAMPW% +force_install_dir %A3serverPath%\ +"app_update %A3serverBRANCH%" validate +quit and run the Server, you find the Server with a RED Circle in the Server Browser. All official BI Server are also faced with this problem. And yes, I disabled all custom Mods, verified my Steam/Arma3 cache and tried a lot of redownloads of the dedicated Server (logged in as anonymous and I tried it with my private Steam Account too). So I tried to google this issue... A lot of people don't care about this, BUT if your server is RED and not GREEN, less users connect. Of course, you can connect, but it is RED and not GREEN. :huh: I found a dirty workaround, download the Stable Client and then copy the DLC folders (mark, kart, heli, curator) to the Server Folder and overwrite the server files with the client files. Only one stupid thing with this workaround - if you download the client, you need a Steam Account with Arma 3 (ok, that's no problem :D). But steam will also download all subscribed Mods and that are a lot of mods.... So I have three questions: Is it possible to deliver the same files for client/dedicated Server or whitelist the client files for dedicated Servers, so that the Server shows up with a GREEN dot in the Server Browser? Is it possible to disable the automatic mod download for the Client Download over Steam CMD? (You cant change something there right? Because it's Valves thing? But i ask you anyway - maybe it's possible) Should I open a new ticket ( If there is an easy solution, please tell me that magic stuff. If you need any further information, feel free to contact me. Thanks for reading! Internal Armajunkies Ticket: Greetings from Bavaria, Staynex
  5. Hello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
  6. Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: Links For Scripted Version: WHK Setup Guide (For scripted version) Werthles Headless Kit Werthles Headless Kit Guide WHK Armaholic Download Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
  7. I've very nice news about headless client (HC) which is variant of dedicated client for server use we will be rolling out soon (days) new test version for both linux and windows - no more steamclient nor steam account with game ownership needed for HC - HC needs only steam dedicated server binary and set of commandline params - auto-connection recognize & detection of HC by server (server needs some config to allow that) - multiple HC per server are supported - HC can be primary used to offload AI work and secondary for some script jobs - logic for mission & scripting operations with HC introduced - HC are autoassigned to slots - HC are not visible to players - HC are visible to admins - HC isn't counted against playercount in server list - BattlEye supported (1.36 RC2 released 28.11.2014 18:00 CET) today's DEV: •Added: Enable new headless client implementation - see for more details note: known limitation, none (except some AI bugs, need repro/confirm) note: what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that post bugs, feedback and ideas below
  8. NOTE: 1.74. PROF/PERF up! you don't need need new client on PERF/PROF server ! there is branch on steam you may use, but beware that sometimes data on my dropbox're 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