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Found 170 results

  1. Arma 3 Server Vorstellung -GER-

    Guten Tag,ich stelle einen Arma 3 Altis Life Server heute vor! Ts3 IP:ts130.nitrado.net:10250 Server IP:217.114.192.233 Forum: http://germaniumaltis.de/forum/ Wir suchen noch Cops/Medic/ADAC Wir sind noch im Aufbau.
  2. Tophes Arma Dedicated Server Tool (TADST) v3.1.0 by Tophe of Östgöta Ops [oops] >>>DOWNLOAD FROM ARMAHOLIC<<< Link if Armaholic is overloaded: HERE =============================================== 1 MINUTE HOW-TO QUICK GUIDE TADST v3.1.0 The Armed Assault series allows an amazing array of settings to freely customize dedicated servers. This means you will have to edit quite a few config files to get it running the way you like. TADST is a tool that will greatly simplify this. All you need to do is to choose the settings you like. Then the application will create all necessary files according to your settings and start the server with the appropriate arguments. All necessary files will be created in a folder called 'TADST'. You can save different profiles to easily switch between server setups. In the folder TADST a new folder for each profile will be created. This folder contains all files associated to the profile. INSTALLATION ============= Copy the file 'TADST.exe' to your Arma game folder. * Note that it's important that the file is in the game root folder i.e. C:\Games\Steam\SteamApps\common\Arma 3 * If you are upgrading from an earlier version of TADST you should delete your old TADST folder so the program can create new settings files. You also need to have .NET installed. QUICK START ============= Set up your firewall. To run a dedicated server you must make sure you have set port forwarding correctly in your firewall/router. Normally you need the ports 2302-2305 to be open. Click the port info button to get info on your selected ports. Set Server Name and Server File TADST is set to start the server with default settings so the only two things you need to set to get a server up and running is Server Name and Server File. If you double click the text fields, TADST will try and set appropriate values. FUTURE PLANS ============= Options for allowedFileExtensions, allowedPreprocessFileExtensions, allowedHTMLLoadExtensions, allowedHTMLLoadURIs Options to launch headless clients Steam server update thingy Individual difficulty settings on missions System for setting Mission Parameters. Start as service. Process monitoring, restart server on crash. Remote server/client protocol (probably wont't happen, but hey) SUPPORT TADST ================== I'm doing this for fun and for love to the community, but if you like TADST you can support me by donating some coffee-money. You can also follow my music project Meadows on facebook. That would make me equally happy! THANKS ============= To Bohemia for keeping it real To Australian Tactical Combat League, Rune "TheFlyingCorpse" Darrud, Dave, Bill, Krijn and Rafael for generous donations To Baconeo and James Kingsley for code contribution To The Arma community for everything Östgöta Ops for testing, playing and supporting VERSION HISTORY ================ v3.1.0 - 2017.09.23 (Thanks to Bradon Hall) Fixed: Include 64 bit server exe in file list Fixed: Open RPT for 64 bit server Improved: Add empty allowedVoteCmds when voting disabled v3.0.0 - 2016.06.12 New: Settings for Max Ping, Max Desync, Max Packet Loss, Max Disconnect timeout and Kick Clients On Slow Network. Improved: Updated some tooltips v2.96 - 2016.05.08 Fixed: Critical dependency error where a tiny line made the whole universe implode. Crash fixed. (Thank you sergistark and baconeo for helping me debug). v2.95 - 2016.05.08 New: Added support for autoinit with persistent battlefield Improved: Some minor text errors Fixed: Setting default difficulty now puts correct value in profile v2.91 - 2016.05.07 Fixed: Difficulty bug, causing crash v2.9 - 2016.05.06 New: loopback settings added Fixed: Difficulty settings now reflect the correct properties Improved: Cleaned up UI from unsused difficulty settings v2.8 - 2016.05.02 Fixed: Difficulty system overhaul (Thanks to Baconeo) v2.7 - 2016.01.03 New: Added serverCommandPassword New: Information about which ports to open New: Checkbox to enable Upnp. New: Allowed File Pathing selection New: Headless client settings now have settings for localClient as well. Fixed: Bunch of minor bugs Fixed: HeadlessClient config entries was a bit messed up Removed: Required Secure ID, not used anymore Removed: Steamport settings, not used anymore. Hardcoded from gameport. (expand spoiler for complete history) Please report any bugs, problems, ideas, suggestions, smoothie recipes etc. in this thread
  3. Hey everyone, we have released a first iteration of the Linux Dedicated Server as reported in SITREP #38. It's still a little bit experimental so we would very much appreciate your feedback and experience running it. Please report any bugs to our Feedback tracker (use the fields Platform, OS and OS Version to describe you distro as best as you can) while general feedback should go directly into this thread. There are some known issues so be aware of them when you run the server: Also note that java version 7 is required to run the server (even though it's disabled in-game) so you will have to set path to 'libjvm.so' correctly for your distro. Example usage on my debian: LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-7-openjdk-i386/jre/lib/i386/jamvm ./arma3server -netlog -config=Arma3_Server.cfg Enjoy!
  4. CONTENTS Setting up your server What you need how you do it Links Information useful Tools Useful Addons Selecting between Stable & Dev Builds, full or Dedi package installs Port Forwarding Battleye Configuration Location of files Server Admin Commands Running Dedicated Server and client on same machine Running multiple servers on one machine Re-locating MpMissions Bandwidth Optimisation Trouble Shooting & Help Best way to use this thread Live chat help What cannot be done Known Issues Example files CONFIG_Vanilla.cfg Arma3.cfg .Arma3Profile Advanced configuration -profiles AutoServer_Restart.bat File Firedeamon Addons and Mods Basic introduction Installation Miscellaneous Downloading & Addon Management Changelog The tutorial is intended for the lowest level of knowledge and skill, I make no apologies to those who think it is patronising. if you do, why are you reading a tutorial :j: LAST UPDATED: Thursday 21st March 2017 up too and including this post ************************************************************************************ IMPORTANT UPDATE (16th March 2017) arma3server_x64.exe 64 (Released 16th March 2017) 1) Update your firewall rules to include the 64 bit binary 2) BattleEye changes 64 bit binary runs the beserver_x64.dll It also needs a BEServer_x64.cfg (Which is simply a renamed copy of your BEServer.cfg If you run an addon server and are having issues, then try running the 32 bit arma3server.exe until the addon makers have fixed their content ************************************************************************************ SETTING UP YOUR SERVER What you need 1 Standalone Windows server (2008 or later) (Sound and GPU not required) 1 Steam Account Ownership of ArmA3 No longer required if installing the server using the the Dedicated server package. (Required for Headless client or full client install) According to this THIS POST you can run the ArmA3server on Win2003 now This is how you do it. Take note. There are additions within these instructions that you may not need, if you only intend running 1 instance of an Arma3 server on your machine However, adding these superfluous commands and content will not be detrimental to single instance servers Directory paths are all customisable but for the sake of this tutorial, all file examples and command lines used will be consistent with the tutorial instructions Login as Administrator: (You will need to run Arma3server.exe as "Administrator" or "System". Battleye requires it.) Install the latest version of DirectX Recommended to install install the 32 & 64-bit 2013 VC++ redist from https://www.microsoft.com/en-GB/download/details.aspx?id=40784 Create the following empty directories D:\Apps\Steam D:\Games\ArmA3\A3Master D:\Games\ArmA3\A3Files Download steamcmd.exe unpack it and save it to your targetted Steam install directory (E.g D:\Apps\Steam) Run the steamcmd.exe. (This will download and install the required steam files to your custom steam directory) Create an ArmA3_Steam_updater.cmd file, (Example shown below) and save it to D:\Games\ArmA3\A3Files Run the ArmA3_Steam_updater.cmd file Just after logging into Steam, the console window will hang and ask for a validation key Steam will have automatically sent you an email with this validation code, which you then need to input at the command prompt The Update console window should then continue to run and install ArmA3 ((DEV or STABLE) version to the target directory as defined in the .cmd file) eg (D:\Games\ArmA3\A3Master) Create a shortcut for the ArmA3Server_x64.exe on the server desktop Add the following parameters to the Target Line in the shortcut tab of the newly created desktop shortcut -port=2302 (Required if running multiple server instances) "-profiles=d:\Games\Arma3\A3Master" -config=CONFIG_Vanilla.cfg -world=empty -mod= -mod= (Exaclty as it looks, an empty mod parameter so it looks something similar to the following "D:\Games\Arma3\A3Master\arma3server_x64.exe" "-profiles=d:\Games\Arma3\A3Master" -port=2302 -config=CONFIG_Vanilla.cfg -world=empty -mod= Add firewall rules for the UDP ports (See below for -Port information) Add firewall rule for the arma3server_x64.exe Create a simple Notepad document called "CONFIG_vanilla.cfg" and save it to the root folder of your ArmA3 install on the server D:\Games\ArmA3\A3Master (See below for ".cfg" content) Then start up your shortcut, check the server runs. (You will see a console pop up in your desktop after a few seconds) Close the console window down, then you will need to edit the following files which will have been created D:\Games\Arma3\A3Master\Users\Adminstrator\Administrator.Arma3Profile D:\Games\Arma3\A3Master\Users\Administrator\Arma3.cfg These files contain minimal content, and require a lot of editing, so to make this easier, there are example files listed below which you can copy n paste from Restart the server Start up your client Arma3 (Running the same branch as the server, (eg Stable or DEV) and you should then be able to see your server in the server browser (Filters are available to reduce the server list) Login to your server using the password you defined in CONFIG_Vanilla.cfg by typing "/" to open the chat window and then type (#login ADMINPASSWORD followed by enter Once logged in you will be presented with a mission list, select one of the missions to start the game Prove the stability of your server by running BIS missions initially before you start adding user made content You should now have successfully installed and be running a stable "Vanilla" (Default) server You can then set up Battleye, The ArmA3 anti cheat system (See the Battleye Configuration section below) *** SUPPORTING INFORMATION *** USEFUL LINKS, TOOLS & ADDONS Open the spoiler for more info TICKETS RAISED that need your Vote SELECTING DEVELOPMENT OR STABLE BUILD Open the spoiler for more info PORT FORWARDING (ArmA3) (Firewalls) Open the spoiler for more info BATTLEYE CONFIGURATION Open the spoiler for more info LOCATION OF FILES (When setting parameters) Open the spoiler for more info SERVER ADMIN COMMANDS Open the spoiler for more info RUNNING DEDICATED SERVER & CLIENT ON SAME MACHINE If you have followed these instructions, the only known issue, is to make sure you start the server up before you start the steam client Failing to do this causes steam port issues and your client wont be able to connect to the server RUNNING MULTIPLE SERVERS ON SAME MACHINE Open the spoiler for more info RE-LOCATING MPmIssions (For example to a dropbox) Open the spoiler for more info BANDWIDTH OPTIMISATION Open the spoiler for more info TROUBLE SHOOTING Open the spoiler for more info EXAMPLE FILES Arma3_Steam_Updater.cmd CONFIG_Vanilla.cfg ****.Arma3Profile Important to note, the defaul;t B.I classes, Regular, veteran cannot be edited, so if you want to run an edited version, then edit the custom class and run that The following config is set to do just that Arma3.cfg ADVANCED CONFIGURATION -Profiles Open the spoiler for more info AUTO SERVER RESTART .BAT File Open the spoiler for more info Firedeamon Open the spoiler for more info ADDONS & MODS BASIC EXPLANATION Open the spoiler for more info WHITE-LISTING / BLACK-LISTING (How does it work) Open the spoiler for more info ADDON SIGNING Open the spoiler for more info INSTALLATION Open the spoiler for more info MISCELLANEOUS Open the spoiler for more info DOWNLOADING & ADDON MANAGEMENT Open the spoiler for more info CHANGELOG Open the spoiler for more info
  5. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Changelog v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox (outdated) - Armaholic Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  6. Hello, My name is Karma i decided to open a Arma3 Clan/Unit but i encountered 1 problem I have a custom mission with some Scripts. The problem is when i add the mission and start it the Server won't download the sql files. My Server is running on Linux and is fresh installed.
  7. 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
  8. hello mates ! Is it possible to allow players to connect to our server without mods ? I know the method that consists of devinarize mission.sqm and remove mods but is there another way ? thank you
  9. Hello, I've got the following problem: I spawn some AI with a script (via createUnit) in a region on the map. Those spawned AI units don´t shoot at players if i host the mission on a server. They react to my(player) presents and switch to combat mode, run around, etc. but they won't shoot at me. Confirmed details: - Player is Blufor - AI is Opfor - AI switches to Combat Mode if player is present - AI has enough ammo - AI is capable to react (https://community.bistudio.com/wiki/enableAI) - Center is created (https://community.bistudio.com/wiki/createCenter) - Relations are correct (https://community.bistudio.com/wiki/setFriend) I´ve tested the following: - Spawn the AI in the editor -> they shoot me. - Host a local server and spawn the AI -> they shoot me. - Switch AI owner on server from server to player ({_x setOwner (owner(allPlayers select 0));} foreach allUnits;) -> they shoot me. Seems like the AI only shoot its owner on the server... Any suggestions how I can fix this? Thanks!
  10. Server has scripted custom skilled AI and tons of map additions. Start Gear is Custom also. Mods: -Exile (obviously), -Zombies & Demons, -CBA_A3, -Cup Weapons, -Units, -Vehicles -Maps Core Scripts: -Deploy Bike -Base Payment Notifications -Sell Crates at Traders (R3F) -Igiload -Virtual Garage -Adjustable View Distance -Custom Status Bar -Ejecting Bodies from Vehicles when dead -Towing,Lifting with balanced Classes, Advanced Slingloading Addons: -VEMF Mission System,Custom AI -DMS Mission System,Custom AI (with selfmade Missions) -ExileZ 2 Map is full of stuff me and my wonderful fiancée added,feel free to enjoy the dark atmosphere the server was made for. Last but not least theres something very very special on the server only some people will manage to find out.check the biggest dms mission on the server to get a clue well thats it
  11. INTRO After some time using and getting annoyed with the repetitiveness of SteamCMD, I looked around for a tool to automate at least some of process of installing an Arma 3 server and managing workshop mods. Having looked through a few options, none of which matched what i was looking for I decided it would be easier to build it myself. F.A.S.T. is the result of that, this is the first iteration and I will continue to expand and update it as and when needed. Thanks go out to Optix for his Remote Arma Server tool that gave me some ideas for my tool. Also, a massive thank you to Kju and Friznit for testing and bug reporting for me. PREREQUISITES Steam account with valid copy of Arma 3. Basic understanding of Arma 3 dedicated servers. DOWNLOADS AND INSTALL Download the zip file from below, unzip the contents to a folder or your choice and run the tool. Github Releases SCREENSHOTS FEATURES Automated install and update of SteamCMD. Works with existing SteamCMD and Arma 3 server installs. Steam Guard support. Encrypts and remembers steam password. Automated install and update of Arma 3 Server Main Branch. Automated install and update of Arma 3 Server Dev Branch (see below for warning). Adding, downloading and updating steam workshop mods. Adding, downloading and updating of Private/ Friends only steam workshop mods. Manually update all or individual mods. Mass import of mods using Arma 3 launcher pre-set file. Copying of mod keys to server folder on each update (and in bulk) Symlink of steam workshop mod folders to Arma 3 server folder with readable names. Correct handling of removing mods: Removes mod local files and symlinks. Cleans up steam workshop ACF file correctly. Displays last update date for mods and server. Displays SteamCMD output for troubleshooting. FEATURES PLANNED Support multiple server installs. Manage and launch Arma server (TADST like features) Create .bat files to launch server. Detect previously installed/ existing Workshop mods. New modern UI/ UX. Automatic updating of the tool. Remove keys on delete mod. KNOWN ISSUES About and Help menu options are none functional. Time to check for updates increases with number of mods - this may be a steam API limitation and is unlikely to be fixed. ISSUES AND FEEDBACK I'll monitor this thread as best as i can but I will use this GitHub Repo for bugs, issues and feature suggestions. Any feedback is also welcome in this thread. GitHub Issues DEV BRANCH WARNING Due to the available server builds on steam, to install a dev branch server you must install the main Arma 3 application dev branch then launch using the included server binaries. Due to the way SteamCMD works this means that any mods that the account used to install the server is subscribed to will also be downloaded and updated when using Dev Branch. Currently these mods are mot detected/ added to F.A.S.T. but this will be added in future. DOCUMENTATION Is currently minimal but will be updated, in the meantime here are is some basic info that can also be found in the "Help" section on the tool.
  12. Hi everyone, good morning. I have a question about billboards with modified textures. I usually insert my image into the standard billboard, with the sqf file in mp example, example: /* File: billboards.sqf Author: Trill Contact: Description: Custom Buildings */ diag_log format['Custom %1 - Starting billboards.sqf',time]; //Krasnostav Aircraft Trader// _pos = [11999.81,12669.938,0]; _object = createVehicle ["Land_Billboard_F", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 52.993; _object setPosATL _pos; _object setObjectTextureGlobal [0, "textures\newtonio.jpg"]; _object allowDamage false; and it works perfectly well, and I put them in dozens with "Land_Billboard_F" but, if I wanted to put two pictures on this billboard, always using the billboard.sqf file, how can i put it in two, considering that the billboard coordinates are unique? the billboard is: "Land_Billboard_04_blank_F" to consider that I obviously use them on my server. I thank all those who are interested in my problem, and I apologize for mistaken posting in a section that does not agree. Thank you Antonio
  13. Does anyone know why we are getting this error with our server when viewed from the ArmA Launcher > Servers; select server and click the More details... button: https://1drv.ms/i/s!AnX2_vGoXf5F8VT8JH3gxW6q-lPV Basically I get a nice red line telling me "Server can't transmit all data; some allowed mods might be missing of their signatures not regognized In the mods list the none of the mods are recognised and some have a red text message: e.g. "Load 'USP Patches & Insignias' from library (signature mismatch)" I did not have much success searching for other people with similar problems apart from one thread where someone thought there was a limit on the serve information that could be transmitted and it was an issue with having too many mods specified (though I thought this was unlikely). Thanks in advance. S PS - If you ignore the error and select Keep Current Selection and Join button there are no problems joining the server.
  14. Echelon International | Authentic Real World Operations Echelon International [IIIE] is a collection of like-minded individuals who are looking for a compact, tightly knit community of experienced players who wish to simulate real world operations in a variety of settings. About Us: -Echelon has no formal sign-up process, no ranks and very few rules outside of the game. We have thick skin, so if you're offended easily and can't handle a little banter, we're probably not the unit for you. -We play cooperative (PVE) and adversarial (PVP) Zeus missions and community scenarios hosted by community members and overseen by military veterans. -The mods we use on the server are mostly focused on expanding the feature set and content of Arma 3. Our entire mod pack can be found on the Arma 3 Steam Workshop. -We play operations 7 days a week. This is depending on our member's schedules, however we often fit in at least a few operations a day taking place throughout the day. Requirements: -We are looking to play with respectful, patient members who we can drink and have a laugh with. -We don't want strangers, we ask members to be social and contribute in their own way. Administrator positions are on a volunteer basis. -Players must be easy going, know when to be serious, and be willing to learn new tactics and procedures used by Echelon International operators in order to be successful. -Members must have a functioning microphone and use it during all operations. Join Us: Would you like to know more? Join the Discord Server for more information. Join us on our Bohemia Interactive Unit Page to use our identifier during operations.
  15. My community is struggling to get all of our mods (approximately 10-15 total) to load correctly for the signature verification feature. When tested individually each mod is properly signed and working. When attempting to load all or random assortments of these mods however, one or more mods are no longer verifiable. We've tried numerous combinations of these mods but have been unsuccessful in pinpointing the cause of this issue. So my question is this: Are there any known limitations of verify signatures—such as filesize, file number, and so forth? If not a limitation, what sort of conflicts might be at play? Can anyone shed light on this strange problem or suggest further troubleshooting steps? Thanks in advance!
  16. Unable to connect 0x2000

    Hi there I am having trouble with login into the game, probably everyone have this problem. 0x2000 Unable to connect to behemia interactive server. R.I.P
  17. SLASS - Seelenlos Arma 3 Server Script short: slass Tested on Ubuntu 16.04 (Xenial) Visit us on TS3: ts3.seelenlos.eu?port=9987 | seelenlos.eu | seelenlos on Steam (c)2017 by seelenlos License: GNU GPLv3 GitHub: SLASS ## General This script will greatly ease the installation and management of three Arma3 servers including mods from the Steam workshop.</br></br>This is not a one-click-get-a-server script. Its usage is simple, but do yourself a favor and read this manual BEFORE you begin. Really. Basic knowledge of the linux command line usage is assumed. ## What it does The seelenlos Arma 3 Server Script - installs three arma3 server instances on Linux - saves precious storage by using symlinks (about the space for one installation is needed) - implements the instances as services in the OS - restarts the servers if they crash - provides diagnostic commands on the running servers - installs Arma3 mods from the workshop - provides a central config file where you can specify an individual mod set for each server - differentiates between mod, servermod, and clientmod - manages the *.bikey files in dependency of the loaded mods for each server instance - provides a central mission repository for all instances - creates meaningful servernames for the server browser depending on the loaded mods - reconfigures the servers upon each restart according to the config files - can be used to update Arma3 and the mods by a single command - provides a simple way to have an almighty admin and a maintance user, who can update/install mods, and add missions, but not fumble around in the important scripts ## How it works ### Basic Structure The script will generate a master installation (a3master), that will never be started. Using symlinks, it will build three server instances out of this master installation. The instances are later run as a system service (SysVInit). The whole set of server files, including the mission repository (mpmissions folder) and *.Arma3Profile is being shared among the instances, but the instances use individual config files. A script will manage the mods and their keys to load for each server instance. Individually for each instance you can set: - (part of) the config file - the mods to use including their keys - the servername All instances will share - the Arma3-files and mod files (update all instances at once) - the *.Arma3Profile - basic config settings - a common logfile folder ### What happens on installation You begin by putting the script folder installer into an arbitrary folder on your system. Upon start, the script will then establish an Arma3 installation inside that arbitrary folder. Depending on you installation path, it will build individual config and script files for your server, install steamcmd, set the required file ownerships and rights, and install the servers as a system service. The installation finishes with an update of Arma3 and the mods. Refer to the file doc/folder_struc.png for a general overview where to find the files and what they do. ### What happens on update File ownership in a3master will be reset to avoid issues from remote upload of mission files etc. The server instances are then stopped, and an update (or install, if not already there) of Arma3 and the mods is performed. After the update, the file rights in a3master are reset, all mods are renamed to lower case (avoids issues with crashing mods on linux) and the folders of the instances are cleared and rebuild. Finally, the severs are booted back up. ### What happens on start/restart On start, all config files are newly read in to consider possible config edits. The config file modlist.inp defines the mods to load, individually for each instance. Depending on that config, the server name and the startup options (-mods= ) are build. Then the script will generate the config file for the respective instance, and copy the individually needed set of .bikey - files into its keys folder. Logfiles older than {deldays} (servervars.cfg) will be deleted, a new logfile will be written. Afterwards, the instance will boot, being monitored by a watchdog process. The watchdog reboots the server if it crashes. The watchdog is also active if the server stopped externally, i.e. you can issue the #shutdown command ingame to read an updated server config. ## Installation ### 1. Prerequisites - ensure you have the root password for your machine at hand - create an arbitrary folder for the servers, we suggest /srv/arma3/ - copy the script folder "installer" in that folder, e.g. /srv/arma3/installer - open the file install.cfg inside the folder "installer", change the user informations therein to your wishes. The users can be created by the script, or manually before you start the installation; refer to the commands in ./installer/adddelusr.sh on how to do so. They will have the following functions useradmin - Is owner of the files in the server folder, can add/delete/modify files and manage servers. You can use your normal user account with sudo privileges for this. Make sure he is in grpserver (see below). userlnch - Is the owner of the server process once fired up. For security reasons, he should not be able to get a shell nor become root. Use strong Passwords for both users anyway, never hand them out! A server with web access is not a toy! grpserver - a user group in which both preceding noted users must be, preferably as initial-group. Add additional users to that group, to allow them to make basic maintenance of the gameserver (update, mod/mission install, restart, cfg changes) - prepare the server config files in ./installer/rsc a3common.cfg - master config file containing settings common for all server instances. a3inidi.cfg - template config file containing individual settings for each server instance. After installation, three individual copies of this file will exist, edit them if needed. basic.cfg - loaded as -cfg file by the server process servervars.cfg - config file setting additional options for the server executable, normally you don't need to edit this - determine the mods to install, to do so edit ./installer/rsc/modlist.inp. The file has seven columns: I. shortname of the mod II. steam-app-id of the mod; if the mod is not in the workshop, insert the word local III. mod type; use mod if the mod is to be loaded by server and client (key and mod is loaded), e.g. ACE cmod if the mod is only to be loaded client side (only mod is loaded), e.g. JSRS smod if the mod is only to be loaded by the server (only key is loaded), e.g. ace_server IV. to VI. contains a binary key 0/1 selecting if the mod is to be loaded on server #1/#2/#3 VII. is the name of the mod included in the servername for the server browser; Type "xx" if do not want the mod to appear in the server name for the server browser; see also the example file in ./installer/optrsc/ prepserv.sh - defines the server names, among other stuff. Edit the entry hostname_base="Generic Arma3" and the entrys " hostname id1=' Server 1 |' " to " hostname id3=' Server 3 |' " to your wishes. The final server name will be composed as Hostname_base+hostname_idx+Modlist, e.g. "Generic Arma3 Server 1 | SLT, ACE" Edit more of the file to break it ... - Make sure that you have the steam login of a user with arma3 and the mods being stated in "modlist.inp" subscribed at hand. ### 3. Start Installation - ensure the file ./installer/a3install.sh is executable for your current user (chown , chmod 744) - run ./installer/a3install.sh, confirm continuation request - decide, if you want the users to be created, see above - the script may ask you to install some packages named like lib32..., those are needed by steamcmd - consider saving or immediately applying the commands printed on the prompt (visudo, ln) in another console; refer to the Usage-Update section below - confirm the begin of the download, or choose to download later by issuing the update script (see below). - The login into steam may fail on the first try, because you are probably logging in from a machine unknown to steam. In this case the script will freeze at the line "Verifiying Login-Data...". Abort the script by pressing Ctrl-C in that case. Then start /srv/arma3/steamcmd/steamcmd.sh and enter the guard code received per mail. Refer to the steamcmd manual on HowTo, or see below. Afterwards restart the update process by issuing sudo /srv/arma3/scripts/runupdate.sh. runupdate.sh from now on will always be the file to start in order to update arma3 or install a mod. - when you see app_update 233780 validate arma3 is being downloaded, be patient - when prompted, you may copy missions and non-workshop mods into the ./a3master folder - note the output on screen. If the installation of mods ...workshop_download_item ... fails with timeout, abort the update process with Ctrl-C. This will happen if you download a large mod for the first time and the download takes long. The download attempts are cumulative, so each time you run the update, you make progress. For RHS for instance i needed to run the script 5 times. The issue is a bug in steamcmd. ### 4. Done Put at least one mission into mpmissions and Enjoy Arma3! You may delete the installer folder now. ## Usage ### 1. Manage Servers The servers are implemented into your system as system services. You manage them by issuing the command sudo service a3srvX OPTION Replace X with the number of the server and OPTION with start - you guess it stop - ahem...well restart - Does a restart. If you have many big mods loaded, this command may fail because the server takes to long to stop. Just issue stop and after a short wait start again. status - prints the service status log - prints the serverlog onto the prompt in realtime as it is written, abort with Ctrl-C Update the servers and mods by running sudo /srv/arma3/scripts/runupdate.sh. The script will then download/update A3 and the workshop-mods registered in modlist.inp. You may want to add the line %{grpserver} ALL=NOPASSWD: /usr/sbin/service a3srv[1-3], {a3instdir}/scripts/runupdate.sh to the sudoers file with visudo to avoid the system asking for the password. This is a must if you want to enable other members of the group that do not have root permissions (i.e. the maintance users) to issue the commands. Replcace {grpserver} with your groupname and {a3instdir} with your installation path. You will also need to execute the command ln -s /home/{useradmin}/Steam /home/{userupdate}/Steam for each user you want to enable to run the update script. Run the command as the user {userupdate}. Replace {useradmin} and {userupdate} with the respective user names. The command will create a symlink of the Steam cache folder into the home directory of {userupdate}. This forces steam to use only one repository of cache files for all users, preventing several issues. ### 2. Install mods For workshop mods: Ensure you have the mod subscribed for the user you wish to use for the update. Write an entry for the mod to install into modlist.inp as described in the installation section. Run an update. For non-workshop (i.e. local) mods: Put the mod into /srv/arma3/a3master/_mods/ and copy the .bikey file (if one is needed) in a respective folder ./_mods/@modname/keys. Set the file owner and permissions like the other mods have it. You may alternatively run an update to let the script set the permissions. Write an entry for the mod to install into modlist.inp as described in the installation section. Reboot the respective server to load the mod. In both cases, ensure the .bikey file (if one is needed) is in a folder ./_mods/@modname/keys, if you observe problems loading the mod. Otherwise the script won't find it. ### 3. Edit server configs Thats simple: Edit what you need to, and restart the corresponding server. ## Appendix ### I. Enter Steam Guard code - run /srv/arma3/steamcmd/steamcmd.sh; make sure you run this command as {useradmin} or a {userupdate} for whom the ln command has already been applied - enter login USERNAME - enter the guard code - enter exit
  18. My gaming group, which is undisclosed until the project is complete. Would like to create servers of multiple mission types to expand the argo world. I need help getting the init menus for loadouts, fire mode bugs, and respawn bugs sorted. This project will be rewarding by lots of 32 man co-op play. Lets bring the ARMA feel to ARGO's simplicity so the free world, can remain free to game! My name is Richard, you can contact me at diveyez@r2nhosting.com or use the discord below. Currently, I have one airport recon team defense mission I am designing tonight. I would like help, here is my discord. https://discord.gg/td2jEKW
  19. Hello folks! I've just recently taken upon myself to make a vanilla mission for steam workshop again. I've been enjoying myself a lot while doing this - however, one little thing is really anoying me right now. When using triggers, i also have them from time to time play some of the music that is in the game - to "set the mood" so to speak, which is great for certain situations. Im not talking about custom sound files that i've added myself, but the music comes with the game itself. When testing on singleplayer (through the editor) or when hosting multiplayer (also through editor) - they fire as they should, and the music is played. The problem however is that when i've now moved the .pbo file to my dedicated server - the triggers fire alright, as the mission progresses as it should - but there is no music at all. Those music "snippets" really puts the little "extra" into the mission - and i have no clue on why they dont play on dedicated servers. I usually make missions for my group, using quite a lot of mods - and im doing the same there, except - on modded missions, the music actually plays - even on dedicated server. Anyone experiencing anything similar, or have a solution for me on this? Since its just the unmodded vanilla game, i just have no clue on why its not working. //Ulfgaar
  20. I have a dedicated server running windows server 2012 r2 with hyperV installed on it. Router: Netgear Nighthawk (server is setup as DNS on router but i forwarded the ports to it anyways just to make sure) My issue is that my server shows up on LAN tab (when start arma 3 client on server) but not publicly and I can not connect to the server putting the IP and port to the server.The arma 3 server is not on a VM but someone was saying hyper-v might cause an issue but I have other stuff running on hyper-v so i can not disable hyper-v for testing so if anyone knows if this is a known issue is there a work around for it? I am using TADST to host the arma 3 server. What I have done so far: Port Forwarded: 2300-2310 on my router/modem (is there anymore ports that i need to forward could not find any in tutorials that i have watched and read) I know I am doing it correctly because I forwarded ports to a minecraft server and it works fine. Windows firewall: I allowed the ports above on my firewall inbound and outbound. I also have made rules allowing all of the arma 3 exes inbound and outbound.I also have disabled my firewall multiple times to try trouble shooting. Port checker is where it gets interesting and frustrating for me. I can check all the other ports that I have forwarded for example, minecraft, and the port checker show that they are open. When i try the arma 3 ports (2302-2305) they all say they are closed. This confuses the heck out of me. Does anyone have any ideas? Also UPNP does not seem to be working, its enabled on the fire wall, i went into windows services and set UPNP and plug and play both to auto and started them. When I start the server with UPNP enabled it says it failed.
  21. Hi, thanks for deciding to read me issue, so let's get started. I used to use my dedicated server to host the game and then play on it with my friends (dedicated server was hosting on the same pc as I'm playing on) and there was no issue with that. After a long time of playing, we took a break from Arma 3 around the begging of August.Now we came back and I see that there was an update more or less related to the Arma 3 Dedicated Servers, which broke my dedicated server - I'm using TADST and Arma 3 Dedicated Server from Steam Tools to host the server. Problem is that when I launch the server (server says that server launched properly) I can't see it on LAN, neither on the Internet - Direct Connection also doesn't work. All my ports are forwarded as they were before, the server is the same as before because I didn't change any options and yet before it worked and now it doesn't. Please, if you know any advices or ways to fix it and to be able to play again with dedicated server please share them with us https://pastebin.com/jpi0tkQx - Log from RPT file https://imgur.com/uFCix7y - Picture of server window @EDIT: SOLVED: There was a problem with server version, steam didn't update it by itself.
  22. Dear Exile Community, Today i've got something special for one of you! My team and I have a spare dedicated server left from our previous project and we're looking into giving it to someone who is able to build and lead an awesome and hopefully huge exile project and community! So, do you have some ideas for an awesome exile project, or already have a project running and want to expand to a bigger server, then keep on reading! The server you'll be getting i7 3930K 6x3,20GHz 24GB RAM 1000MBits Connection Hosted by Hetzner in Germany You're probably asking yourself now:"What does it cost? What do you want?" Well, we actually want nothing, but we do have some requirements. Requirements re/Naming the project so that it gets an recall value and players will be like:"Ohh, yeah lets play on Exiliron (just an example)!" Website, forum (we will provide this), and a teamspeak server! This will help growing a bigger community. Every Map you want except for Altis and Stratis! Mainly PVE but with a PVP Area with better loot! No Pay2Win, everything that is in the Donator Shop needs to be available by normal playing too! !!! One thing that is really important to us !!! Commitment! If you know that you won't have much time working on the server because of your work/school and your real life than you should probably take care of those things first instead of thinking about creating and leading an exile project. That means, only apply to this sponsorship when you're confident to invest some time, that you really have, into this project. Also, if you don't have a lot of knowledge in arma3, exile and administrating and programming for such a server we probably won't choose you! We want to give this server to those who are really able to get the most out of it. Other things needs to be discussed out in a teamspeak conversation. How can you apply to this sponsorship? PM me here in the arma3 forums with some information about you (age, occupation,where you live, knowledge regarding arma 3 (sqf, etc)). Email me: loohney@gmail.com Thats it! Hope that someone will take the chance. Regards, Loohney
  23. Hi, bought the game yesterday, played for about 2 hours in the singleplayer and then moved to multiplayer. On every server, I try to play I get disconnected after 5 minutes with the message "No message received for x seconds". It's like something in my pc blocks the multiplayer for this game because my internet is fine. Please help me find a solution.
  24. Not sure if this is quite the right place for it. I'm running a liberation server running CBA, ACE3, TFAR, RHS AFRF, RHS USAF and RHS GREF. We also run a few server-side mods like Advanced Urban Rapelling, Advanced Towing, Enhanced Movement. We allow clients to use TRYK uniforms (Well right now it's passworded and checking is off but, that's all that we intend for them to run hence a few errors referencing it). The server starts and functions fine for a while but tends to crash at random while people are playing. At first we thought it was related to ACE cookoff and disabled that but it turned out to make no difference. I'm trying to post latest RPT but I keep getting an error on the forum so I'll try it on a reply or elsewhere in a moment. I have others after the same thing to compare if needed. Any help would be greatly appreciated as folks are getting mighty frustrated at losing all their assets because it crashed midway through an assault, or while returning to base, or just not having saved for a few minutes! Ok, some of the RPT. It was too large for most things to handle. I also notice this one may be due to our auto restart not seeming to work. Didn't notice that at first, but sometimes this happens after only an hour or two or server uptime. https://pastebin.com/AVqFZEGz
  25. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
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