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Found 63 results

  1. Not sure if this is quite the right board, but here it goes... Trying to run a local dedicated server with TADST, i used it last month, been gone, got back, wouldn't run a server, said something about "PhysX3_x86.dll is missing", deleted and re-installed TADST. Now when I try and run a server, it starts up, then says "PxFoundation wasn't created" and "An error occurred, arma 3 is not responding, close program/wait to respond blahblahblah standard windows stuff", then the server box closes. My question: Googling this brings up only two arma 3 pages, none of which are helpful... Has anyone ever heard of this? I made sure to verify the game cache in steam, run the launcher a few times, update my Nivida GPU software, and re-installed TADST. All I can think of is re-installing ArmA, but I don't want to go through all that... Thanks for any ideas!
  2. Salutations, basement dwellers. Tired of lackluster, lifeless Altis Life communities that are part and parcel clones of previously established mission files? Have you been experiencing any mild gastrointestinal discomfort related to IBS? Do 14 year old austitic-screeching home bodies have you contemplating suicide by cyanide capsule? If you answered "I'm not comfortable responding you obnoxious prick," then we have a 10% success rate solution for you. Hardly Gaming Altis Life RPG. Features include but are not limited to: Overhauled map; heavily tweaked mission file; custom npcs; 1 million dollar start with properly paced money making; active administrators; custom meshes/textures, and so much more that I might just spontaneously combust. If you're interested, check out our newly christened website at Hardlygaming.net - Or our Teamspeak 3 server at hardlygaming.voip.pub
  3. i am getting these errors Wed Mar 22 10:15:43 2017 UTC : Failed to load Steam Service (126) Wed Mar 22 10:15:43 2017 UTC : BOpenService failed (1060) Wed Mar 22 10:15:43 2017 UTC : ServiceStart: failed to start (183) What does it mean and how do i fix it?
  4. Hey guys! I have a mission where players can choose to be blufor, opfor and independent. Each leader of a faction has an endtrigger synced to them that should end the mission when the unit enters it. I have the triggers and debriefing working fine in singleplayer, but in multiplayer I am not able to force the end on the clients even though I use [endMission, "END1" ] call BIS_fnc_MP; in the respective trigger for each side. What am I doing wrong? I found a lot of threads where people say to execute the functions on the clients, but I just can't seem to grasp how to do this. Cheers!
  5. ISSUE: First player who connected can transmit voice and be received, but all other players cannot transmit to anyone. WHAT I'VE TRIED: Server.CFG: disableVON = 0; vonCodec = 0 or 1. vonCodecQuality = 1, 8, 9, 15, 21, and 30 on appropriate codecs. Server.Arma3Profile: singleVoice = 0; volumeCD = 100; volumeFX = 100; volumeSpeech = 100; volumeVoN = 100; maxSamplesPlayed = 96; vonRecThreshold = 1.0; vonID= 1; Me and the other people I've been trying to communicate with in-game using VON have also both verified our game cache after the update. There are no scripts and zero mods being used that could effect the VON channels or anything like that.
  6. Hello guys yesterday we had some problems to update our ArmA 3 Servers to 64 bit update. The update command via steamcmd was not a problem, but to run the servers. First we received a message "XAPOFX1_5.dll" is missing. So I copied it from my computer (testing virtual machine for ArmA 3 for mods, etc.) in C:\Windows\System32. After that we got a message "could not start, exception 0xc000007b". Several retries, cheking procedures via steamcmd, second testing machine, etc. After that I found my solution: Copying all vcomp120.dll, X3DAudio1_7.dll and XAPOFX1_5.dll to C:\Windows\System32 and reboot did the work. But don't get me wrong - of course I had this files on my server before. But first the new copies brought it to work. Creepy, hm? So I cannot upload the fixed files here - so I'll not do so and link them here. But if anybody needs thems, I'll post the original post of my clan's forum where the 3 files are available as download. Just let me know. After that all it worked without a problem and I'm happy to have the new 64 bit stable update. Thanks for that and have a nice weekend. Your Martyn
  7. Got a question I can't seem to find much on, however I've seen missions that do this... I've been trying to run a server for me and my friends to play when we hop on ArmA, right now I'm using RHS and ALiVE to do some guerrilla style missions, I've been using TADST's "local dedicated" server tool, I've enabled the autoInit "persistence" between player joins, but this obviously has it's downsides. - I'm running on my desktop, if I want to restart my PC, I have to close the server (duh) - I can't do an actual dedicated server, I don't want to pay for one or build a server box, so ALiVE's persistence is out of the question, I tried it's "single player save" but it is too much and crashes So this might be a dumb question, but is there a way I can run this server, and have the server save when I exit, then start back up when I re-join with my friends? Basically the same as ALiVE, but save the data local to my PC. Thanks, Envak
  8. Hello, I am just trying to confirm my thinking. I am editing a mission which I want to run on a dedicated server (on the same machine). I need to test it quite a lot but am finding that you have to shut down the dedicated server each time you make an edit in the editor, then 'export to multiplayer' then restart then server, which all takes so much time. So I am doing this: 1. Open up eden editor. 2. load the mission. 3. make my change. 4.save it. 5 'export to multiplayer' 6. start dedi server (takes time) 7. log into server 8. test mission. 9. exit server 10. shut down server 11. go back to eden editor 12 make change etc etc what I want to do is 9. log out of server but keep it open and Open up mission in eden again 10. ...do stuff.. 11 export to MP.... WHILE THE DEDI SERVER IS STILL RUNNING... 12 reconnect to server and play update... It seems to me that the server locks the pbo and despite the fact that if you 'export to multiplayer' the editor squeaks a confirmatory message that it has been successfully exported (which it hasn't). The file timestamp remains the same. I've tried #restart and #restartserver (doesn't seem to do anything). Would anyone know of a way to getting the server to 'release' the pbo file so that I can update it? I presume I am just being thick. Thanks in advance, Atmo
  9. Hello everyone. Every time i'm trying to launch my server, i'm getting an error saying "Out of memory (requested 0 KB). footprint 3750240256 KB. pages 32768 KB." So what i did was i tried to remove all the PBO files, and i found out that it was "Task Force Radio" that made that error occurred. But i don't know what i should do to get it to work. Any help would be appreciated. THANKS.
  10. So, I recently purchased a dedicated Arma 3 server, the server is running on Linux, and runs vanilla Arma 3 without any problems. I decided to test out some mods, that I plan to use on the server, at first the mods would'n load correctly and I ended up changing the .pbo files in the addons folder for each mod to all lowercase names, this fixed the loading problems and the mods seemed to load. Once I joined the server I noticed that some of the vehicle from certain mods wouldn't show up in Zeus, missions with these vehicles in them wouldn't load either, the main mod in question is "CUP Vehicles" and "CUP Units". On the other hand i'm able to use modded weapons on the server and i'm able to place "CUP Terrain" Objects through Zeus. Server Log: http://pastebin.com/bdH4L24U
  11. Here's the log. I've been looking through it but I'm not entirely sure what the problem is.
  12. Public Server IP: ts.warkin.info Website: warkin.info Map: Zargabad,Tanoa,Altis More on request, porting is procedural. So maps can be made in < 5min Game Type: VET-CTI (Mix of CTI and Wasteland) High Traffic Time: 8:00pm-12:00am Central US time Server side mods (Required): APEX Server and mission Explained. SO I've been piecing together a mission using a lot of community content as well as a ton of my own script to get it all together. It features procedural map objective generation, efficient scripting and a powerful database. It does borrow from wasteland and CTI, but I looked for solutions everywhere. While not everything is perfect yet, it is very playable and will save your levels etc indefinitely. It's got a ton of scripts running server side while keeping the FPS high, so it's smart and ready to keep you going. It's got drop in/drop out saving that will enable you to play a few minutes at a time, but contribute to the big offensive. There is a full economy, and you can also level your AI. You have a choice of 12 persistent AI as you level up who you can recruit at ease and who are saved with my drop in feature, as well as vehicles etc. The mission is town focused, but every part of the map can be captured for income. Please try it out, and comment to steer it's development. Oh and you wont's starve and dehydrate with wasteland water, but it will boost your health. Server keeps good frame rate in spite of producing up to 200 AI in individual cities. I call it VETCTI, as I try to include some of my experience in shaping it, while keeping fun in mind. I also make it with fellow veterans in mind. As an external influence I reference 'Jagged Alliance'. VETCTI = "CTI with a small unit, co-op focus" 1. Towns will be connected in territorial mode 2. Every town will have same items available for purchase 3. Each captured town unlocks extra units and gear in all towns. 4. Fast travel will be available between towns 5. Winning condition: Capture all towns. 6. Database deals with per session and infinite saving. 7. Procedural Map with fog of war 8. Player Economy 9. In depth squad management and persistence 10. You can recolor and uniforms, see photos below 11. Pick your role any time you rearm, including medic and engineer. (Thanks to bis) GUI's - Simple yet powerful Manage your squad, customize your team (Player and AI level saved in DB) Procedural Map - works on any island (No major editing) Deep customization, and more to come
  13. Not working out with your current group? Tired of being scolded for wearing the wrong color backpack? Sick of marching in perfect formation for 1km at combat pace? Link to the Steam group is here! Come play some casual co-op and fuck around with the refugees! We do stuff several times per week for people of all timezones: American, European, and Oceanic -- check the Event page in the Steam group for exact dates and times. We've got more than 50 missions to choose from across a variety of mission types in each play session and a few new ones get added every week. See how well you can handle the VCOM AI at level 5 difficulty! Here are the bullet points: Play whatever role you want* No soliciting for donations No rank system No job applications No attendance policies No mandatory training Rescue hostages from an infested 2-story building in Alikampos! Blow up radio towers in jungles of Tanoa! The only mod you really need is CBA but you can also do optional stuff like JSRS, STHud, and Enhanced Movement, too, if you like. Sometimes we'll add a gimmick mod for a little while, such as the World War 2 ones or some extra island maps from the Workshop. For Medical settings, we use the vanilla end-game revive system (10s revive and 3mins bleed-out) because it's really, really underrated in the community. * - ...unless you hilariously crashed a helicopter or something recently, in which case maybe try again another time...
  14. Hey guys, I've been trying to run a server for me and my friends to play when we hop on ArmA, right now I'm using RHS and ALiVE to do some guerrilla style missions, I've been using TADST's "local dedicated" server tool, I've enabled the autoInit "persistence" between player joins, but this obviously has it's downsides. - I'm running on my desktop, if I want to restart my PC, I have to close the server (duh) - I can't do an actual dedicated server, I don't want to pay for one or build a server box, so ALiVE's persistence is out of the question, I tried it's "single player save" but it is too much and crashes So this might be a dumb question, but is there a way I can run this server, and have the server save when I exit, then start back up when I re-join with my friends? Basically the same as ALiVE, but save the data local to my PC. Thanks, Envak
  15. Hi there, every day during evening times my server lags out, its looks just as it would be a ddos attack but here is the weird part, there is no connection lost for players, there is no yellow chain or red chain, players simply stay in one place and nothing moves but we can hear each other perfectly over group channel. I also lose connection to rcon. I'm only left with server restart, I rule out any ddos attack because I can connect to the machine and do whatever with no problems. I don't see anything unusual in .rpt except for maybe Error: Object(40 : 79) not found and Server: Object 64:0 not found (message Type_93) but google told me it's "normal" for arma server. Server is on a windows machine.
  16. I got this to work (at least partially): in the init: if (isServer) then { addMissionEventHandler["PlayerConnected",{_this execVM "playerInit.sqf"}]; }; in playerInit.sqf: thisPlayer = objNull; playerId = (_this select 4); for "_x" from 0 to (count allPlayers) -1 step 1 do { if (owner _x == playerId) then { thisplayer = (allPlayers select _x); }; }; thisPlayer = _this publicVariable "thisplayer"; publicVariable "playerId"; the Id is correctly transfered the problem is thisPlayer returns nothing the if never returns true so either the player is not in the list allPlayers at the time or i have no clue I tested everything seperately and everything works so Ihave nu f*king idea why it doesn't work Please help thanks in advance
  17. I'm making a guerilla style coop mission the code works well in single player but as soon as i go on a Server not verry much happens I plan on having a persistent server witch initializes with the start so i only have JIPs I have been trying to just execute code on new Players either by 1. writing them in a list and updating it every 0.1 sec. or (and looping thrue them later) 2. by (Player) execVM ... i tried playing with waitUntil it doesnt seem to have any effect (apart from delying the script) i failed with both attempts there must be something im missing maybe locality? here is my code (you can also Just answer my question im shure its a simple one for some of you) : 1. : while {true} do { for "_thisPlayerNum" from 0 to (count allPlayers) do { _thisPlayer = (allPlayers select _thisPlayerNum); if (!isNil "_thisPlayer") then { if (alive _thisPlayer) then { if (!(_thisPlayer in myLivePlayers)) then { // executed on Player spawn //waitUntil {alive _thisPlayer}; myLivePlayers = (myLivePlayers + [_thisPlayer]); _thisPlayer setCaptive true; } else { if (!(alive _thisPlayer)) then { // executed on Player death myLivePlayers = (myLivePlayers - [_thisPlayer]); if (_thisPlayer in HostilePlayers) then { TimeLastShot = TimeLastShot - [(TimeLastShot select (HostilePlayers find _thisPlayer))]; HostilePlayers = HostilePlayers - [_thisPlayer]; }; }; }; if ((_checkNewPlayer != (count allPlayers)) and (_thisPlayer in myLivePlayers)) then { _thisPlayer execVM "GW_3_0_PlayerConnected.sqf"; }; _checkNewPlayer = (count allPlayers); }; }; }; sleep 0.1; }; 2. : while {true} do { if ((count allPlayers) > 0) then { if (_checkNewPlayer < (count allPlayers)) then { waitUntil{isNull (allPlayers select ((count allPlayers)-1))} (allPlayers select ((count allPlayers)-1)) execVM "GW_3_1_Main.sqf"; } _checkNewPlayer = (count allPlayers); }; sleep 0.1; }; I would verry much appreciate your help this holds me back for a week now THX in advance
  18. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  19. EDIT: * Please move me to the relevant section (servers) Sorry i missed it originally * Hello all, First off thanks to BIS for an awesome game ;) So I'm having a few niggling issues with my server setup, I need to get a few things clear/straight. I'm hoping one of you can help me. After the dedicated server install onto my laptop (i7 @2.2, 8gb ram) which was fine after following this guide Guide here. I was able to run a server and have friends join via IP:PORT (port issues with router). We ran a few missions had a lot of fun etc, I shut the server down. Lost all save progress for a mission (liberation - auto saves). So i started looking into the Aram3 profiles D:\Games\Arma3\A3Master\Users\Adminstrator\Administrator.Arma3Profile D:\Games\Arma3\A3Master\Users\Administrator\Arma3.cfg Which on my system is located at "C:\Users\richa\Documents\Arma 3" I then noticed when i set the server up on the 17th of this month nothing had changed the files for the last 2 days. Last modified time was 17th. I expected to see the 19th as we were playing and changing mission files. I had these files auto created as they should of on first run. I then decided to do a few install and start again to see if i could sort the issue out. I deleted all the files and folders created at A3Master, A3Files, and Aram3 in my document folder to start clean. I went through the guide again to setup a fresh, ONLY this time the profiles were not being created in MY documents or in the A3Master folder as the guide says it would be. I'm not sure how to do a clean wipe and have these files auto created again. So how do i get a fresh install and get those files to generate? Also on a side note none of the saves that were supposed to be linked to my profiles are loaded. I'm assuming its because its not reading the save files from the user folder . I'll post my arma3server.exe cmd parameters, config_vanilla.cfg, arma3steamstart.bat to see if anything sticks out to you lot. Server.cfg // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it's +1 +2 to gameport) //steamPort = 5230; // default 8766, needs to be unique if multiple serves on same box // steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers on same box // GENERAL SETTINGS hostname = "Assassin's Dedi"; // Name of the server displayed in the public server list //password = "adminPassword"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "omitted"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 30; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30; 1-10 is 8kHz (narrowband), 11-20 is 16kHz (wideband), 21-30 is 32kHz (ultrawideband); higher = better sound quality, more bandwidth consumption sv_region=3; sv_lan=0; // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome", "Teamspeak: ", "", "", "" }; motdInterval = 5; // Number of seconds between each message // MISSIONS CYCLE class Missions { class Mission1 { template = "LiberationAssassinModded.Tanoa"; // Filename of pbo in MPMissions folder difficulty = "Regular"; // "Recruit", "Regular", "Veteran", "Custom" }; class Mission2{ template = "ArmA3_Wasteland.Tanoa"; difficulty = "Regular"; }; }; // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.27.126715) // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files upnp=1; // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"}; aram3server.exe startup params C:\ArmaServer\Games\ArmA3\A3Master\arma3server.exe -profiles=‪C:\ArmaServer\Games\ArmA3\A3Master -port=2302 -config=CONFIG_server.cfg -world=empty -BEpath=C:\ArmaServer\Games\ArmA3\A3Master -mod= Arma3server_steamcmdstart.bat @echo off @rem http://media.steampowered.com/installer/steamcmd.zip SETLOCAL ENABLEDELAYEDEXPANSION :: DEFINE the following variables where applicable to your install SET STEAMLOGIN=Chicken_ArmaServer SET A3serverBRANCH=233780 -beta :: For stable use 233780 -beta :: For Dev use 233780 -beta development :: Note, the missing qotation marks, these need to be wrapped around the entire "+app_data......" :: There is no DEV branch data yet for Arma 3 Dedicated Server package !!! SET A3serverPath=C:\ArmaServer\Games\ArmA3\A3Master SET STEAMPATH=C:\ArmaServer\Apps\Steam :: _________________________________________________________ echo. echo You are about to update ArmA 3 server echo Dir: %A3serverPath% echo Branch: %A3serverBRANCH% echo. echo Key "ENTER" to proceed pause %STEAMPATH%\steamcmd.exe +login %STEAMLOGIN% +force_install_dir %A3serverPath% +"app_update %A3serverBRANCH%" validate +quit echo . echo Your ArmA 3 server is now up to date echo key "ENTER" to exit pause To me everything looks good and in place, maybe I'm missing something obvious? Thanks in advance community :)
  20. Raiders International is a community of players who play a variety of mil-sim games in a team-work driven mindset. We find that playing with a group who communicates and works together, a more exciting experience for everyone. We play Squad, Escape from Tarkov, Arma 3, DCS, and others. From a family-fun adventure of Genital Jousting to a tactical loot run in Escape from Tarkov we do it all. We provide a resource-rich environment with our own public and private servers for the unit to play on, even if you can only participate for an hour in the week there is always something to play. We have a few requirements for our players. Some games may require mods, and we require you to have a mic for our Teamspeak Server. Players from all over the globe are joining up to play in kick-ass communities. Our clan is a relaxed mil-sim unit. Based on America's elite operating forces. We meet every weekend for gaming and other various operations in one of many games. Most of our members are veterans or active duty, while some are dedicated gamers. TL;DR Realism Unit Requires Mods Multiple Games Private and Public Servers Meets every week 18+ (younger requires unanimous vote) Check our website out. You know you want to.. raiders.damnserver.com You can also join our teamspeak at our.damnserver.com Or our discord server at https://discord.gg/6Rsdxeg
  21. Hi everyone, after the server of my players group was shut down I tried to create a temporary solution with a second PC in my living room, where I run the server on. The problem is, though the server starts up correctly, it cannot be found in the server browser nor can it be connected to directly via IP. The server runs on Windows 10 and has an own Steam-Account. The game version is 1.66. The server window starts and the usual four lines of text apear. According to the RPT-file, the server is "Connected to Steam servers". Some things I tried so far: - Starting with ARMA 3 Launcher - Starting with TADST (Steam on and off) - Starting with Batch-file (the command line is to long for links) - Forwarding the ports 2302-2305, the BE-ports and the steam-ports (270XX) in the router and the windows firewall - Activating UPNP (opens ports 2302, 2303 and 2304) - Deactivating windows firewall - Deactivating port filtering at all Even when launching A3 and hosting a new game with the ingame-server-browser, the server cannot be found. I'm out of ideas. I'd much appreciate if somebody had an idea what else to try. Cheers!
  22. Hello everyone I know that i am relatively new on the forums, however i thought i make a thread on how to install a Dev Branch version of the Arma 3 Server since that has been a total nightmare for me. I don't know how many people actually intent to test the server part of this, however i think it might be useful if someone is in the same situation as me. The two main ways to install an Arma 3 Server version are using Steam and SteamCMD. I will go through both of these and explain my experience with them. Steam Lets get this out of the way right now, as far as i can tell there is not way to actually install the "Arma 3 Server" stand alone version in the Development Build. When you do try to install it in development build you only get the current build with a performance build. The way to do this would be as follows: In Steam go to "Tools" and find the Arma 3 Server. Right click it and chose "Properties", now go to the tab "Betas" and enter the Code "CautionSpecialProfilingAndTestingBranchArma3". (This will however NOT install a x64 Version or the new build) You do however get a Arma 3 Server in the dev build when you simply install the normal Arma 3 game and you will therefore also get an x64 version of the Server if you put it into the dev build. (I admit this had eluded me at the beginning) Wiki link to the Dev branch passwords: https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server SteamCMD This one works however it is a bit of a shot in the dark since it only works sometimes. First you have to keep in mind that there are two ID's for this one for "Arma 3" and one for "Arma 3 Server". As we have just determined the latter is not actually included in the Dev build so we need to make sure to use the correct ID if we want a x64 Server. Check out these two pages showing the IDs: Arma 3: https://steamdb.info/app/107410/ Arma 3 Server: https://steamdb.info/app/233780/ If you know nothing about SteamCMD then the most simple way i can explain it is like this. You download SteamCMD at the link provided below and unpack the file into the folder where you want it installed. (Something like C:\SteamCMD) when you start it up it will download some files and install itself into the directory. SteamCMD Download: https://steamcdn-a.akamaihd.net/client/installer/steamcmd.zip The next thing you want to do after it is installed is login, use the following command for that: login YourSteam@Email.com YourSteamPassword Type in the SteamGuard key you just revived in your Email inbox The next command will be what installs the game, here we are going to use the ID for the Client version since that is what installs the server dev version. app_update 107410 -beta development validate From experience this will install the game in the none dev version and i have no idea why. However when i delete the install after this and run the exact same command again then it will install the correct dev version with the x64 Server. You can check the download right after you started it, look in the following folder if you have installed it where i suggested: "C:\SteamCMD\steamapps\downloading\107410\" The game .exe files are one of the first thing downloaded so if there are no x64.exe files present then it is downloading the wrong version. If so then just kill the program, delete the folder and run the same command again. There is way more detailed information about SteamCMD and how to install an Arma 3 Server. I encourage you to check out the following if this is something that you are interested in: How to install an Arma 3 Server: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server How to install SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD Steam authentication failed I know that people have had problems with the dev build especially with the latest build that has resulted in a lot of people getting the above error. The SteamCMD version is supposed to be a stand alone version that works without steam, however that part is broken at the moment. I have not gotten my Arma 3 SteamCMD version to work however i have found a workaround. Install Steam on your Server/Computer and install the Arma 3 Server version in profiling.(Pretty much the first step i explained that doesn't work for x64) After that you can cheat a little and copy the version you downloaded from SteamCMD and put it into the same directory as the one you just downloaded with Steam. Make sure that the folder is called exactly the same as the one installed by Steam and don't overwrite it just rename the old one or delete it. Make sure Steam is closed while doing this. I know that doing this is a bit redundant since you could simply run the version that you have installed through Steam, i just wanted to show that the version downloaded by SteamCMD is in fact working however it requires you to have steam running in the background. (I am sure this will be fixed soon) Anyways, i hope this helps someone somewhere out there. Feel free to ask any questions you might have i will be happy to help.
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  24. So, I've been having some issues connecting to servers recently. Whenever I connect to server I get into the lobby where I can choose a role. However, when I click play and my game is downloading the mission I Always get kicked. This goes for all gamemodes, Altis Life, KOTH, Domination etc. I have disabled all my mods and even reinstalled the game, but I can still not connect to any servers. I have downloaded the "rpt" file from when I connected to an Asylum Altis Life Server and was kicked off. How can I fix this? Thanks in advance! Dropbox link to .rpt: https://www.dropbox.com/s/yqaow9vw7pn5gue/arma3_2016-12-22_22-00-27.rpt?dl=0
  25. Hi, I got some dramatic trouble with daytime. When jip, all PCs (hosted server + clients) are thrown to JIP daytime (reset at mission start) instead of the contrary. Environment: MP mission hosted, time multiplier as parameter in description.ext (class params), daytime also as parameter in description.ext. Mission starts at morning, no problem, all players sync for daytime. time multiplier for 4 hrs == 1 day. one player quit the game (at night time), then come back soon (JIP) All players (server hosted incl.) are now at morning daytime like when mission starts! I figured out JIP was sync to server in a couple of seconds, not the contrary! Why is it server and all players who are sync to JIP??? Sorry for my English.