#server_tools

1 messages ยท Page 1 of 1 (latest)

upper sun
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Hey guys. Is there a easy way to serverlog player activity like vehicle movement and more important item movement history, like who dropped and who picked up a specific Item? I had my last server in 2018 and so many things are new, its allmost overwhelming and i could really some hints pointing in the right direction.

ember plank
upper sun
lone oriole
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hey guys, does anyone know if mission rotation supports seperate command lines for mods. In the setup I'm thinking about each mission in rotation would have it's own command line to deliver the mods required for the mission? I'm thinking it may be way too complex if the mods aren't the same for each mission in the rotation menu? cheers

jovial narwhal
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server usually doesn't restart while rotating between missions, and it would have to restart to change loaded mods

steel depot
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Does anyone use a game panel like Wisp or Pterodactyl with their arma 3 server?

abstract vapor
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very handy

deep thistle
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prob wrong channel but what a good user friendly mod uploader for my server prefer it to be free

tepid patrol
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mod uploader?

brazen loom
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@deep thistleinstall SteamCMD on your server

subtle horizon
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is it possible to block post-processing effects from "GeForce Experience" and "Radeon Pro"?

rose barn
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Is there a way to blacklist mods without using the full key and signature checking?

spare bridge
pale ivy
spare bridge
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and get screwed by the signature ๐Ÿคทโ€โ™‚๏ธ

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unless you have a private key for any pubkey accepted by the server at which point nothing should bother you :3

open tartan
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Hey everyone i'm new to setting up servers for arma but am trying to do so for my buddies and i, anyone willing to walk me through setting one up sometime?

red gazelle
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Hi folks, I am currently working on a ARMA 3 Helm Chart to run the game in Kubernetes (with distributed headless clients, if you're interested checkout my GIT repo https://github.com/fbuchmeier/arma3-helm-chart). This is working wellso far, but I want to get more insights into the performance of the server and headless clients. I do know that #monitor x or #monitords x can provide me with basic statistics like FPS or memory consumption on stdout, but is there any other way to get runtime statistics directly from ARMA? Eventually I want to ingest those metrics into Prometheus so I can track them alongside all the other performance data. Thanks!

silver plover
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You can make a native extension for that

fallen quail
red gazelle
silver plover
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note that intercept for linux is a bit WIP

wild frost
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But just FYI - that PR is most certainly out of date right now, especially with the loader.cpp changes

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I just have to pull my very bad hashmap bindings and a few other kludges out of my personal branch, and it could be useful for others again ๐Ÿ™‚

boreal anvil
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Hi, i have a quick question, we need some stable server for arma 3 zeus gameplay (6-8 players-ish, max to 10 mods on it) and vintage story (max 5 players) How beefy must be that server to handle it?

pearl fiber
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I imagine that would depend a lot on the mods but the minimum specs on the wiki say 8gb ram 32gb storage. 6-8 players isnโ€™t a lot so I imagine that would be fine

boreal anvil
pearl fiber
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should be fine to start with ig

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my server has no graphics card so it should be fine with 2gb of vram lol

red gazelle
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I've added a simple log parser to my Arma3 docker image (which is a fork of BrettMayson/Arma3Server) that generates Prometheus metrics for Arma's monitords output as well as Antistasi's A3A_fnc_logPerformance. This can then be monitored for example with Grafana and will look something like this:

Antistasi: https://snapshots.raintank.io/dashboard/snapshot/yKBB1uVhBSQ1vlBUdNQTuTMAahqTJx5K

monitords (the server fps and memory part): https://snapshots.raintank.io/dashboard/snapshot/RxnG98bUcewTWPdN7OOinYiRWszgcxab?orgId=2

I've added the dashboards to my Helm Chart repo https://github.com/fbuchmeier/arma3-helm-chart/tree/main/docs/grafana-dashboards but they are not ready yet for general release.

The same goes for the code to generate the metrics: https://github.com/fbuchmeier/Arma3Server/blob/master/local.py
(disclaimer: the code still needs some refacotoring)

If you're interested and want to support, feel free to fork the projects and create a PR or ping me directly. Maybe it can be useful for some ๐Ÿ™‚

distant stag
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Hello everyone i Need a Help with, anyone somebudy know how a Create Warfare Mission?

static rune
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And add more details on what you mean by warfare mission

distant stag
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Ok Thank

manic cosmos
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anything about and for those great Server-side tools we admins needs so much ;)

mighty depot
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Hey

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Is there a ratelimit for arma3 steam query ports?

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how often per min can i send a request

fierce rain
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I think this steam handled, i accidentaly send like a burst of 1000 request and nothing happend lol. soโ€ฆ i guess there is some ddos protection somewhere, but if you end like 10 or 12 requests per min, wont be a problem
@half adder

jovial narwhal
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Yes steam handles that

wanton oyster
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can somebody refer me a good / simple arma3server restart script for linux root servers ?

mighty depot
fierce rain
delicate veldt
molten goblet
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Damn there's not a third aero or I'd do the thing as well.

fierce rain
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there is some way to test a server with 80/90 players, with out that players?
i mean simulate that kind of traffic and see what happen to the server, and try to debug it

i saw a while back dreadmen doing some kind of test like this with the local only objects

tepid patrol
fierce rain
tepid patrol
jovial narwhal
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I dont know of such a thing

fierce rain
fierce rain
jovial narwhal
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ah that was simulated yes.
I just put a for loop and re-ran the code for one player, 80 times

fierce rain
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:sad:

tepid patrol
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that would be so useful, simulating 80 players without actually having to find 80 people ๐Ÿ˜„

silver plover
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add 80 headless clients with one or more AIs on them? ๐Ÿ˜„

tepid patrol
steady raptor
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is it cool if i ask for help with my dedi server in this channel?

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I'm new to having my own server and I'm having trouble figuring out how to make my server load my mods.

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can anyone help?

silver plover
tepid patrol
tepid patrol
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320GB ish

silver plover
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you might get away with 128GB, but that's pushing it

tepid patrol
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1.6 GB per HC? yeah... ๐Ÿ˜„

fierce rain
silver plover
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yes, "the cloud". yes, anyone.

fierce rain
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ill do a python script then and destroy some friends pc lol

silver mason
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Asking for a friend: Is there a way for a server admin, being kicked because of disconnection - serious lag -, to avoid being kicked again because there is a countdown to respect before reconnecting?

tepid patrol
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are you asking for a cooldown period before being kicked again?
You can either disable kicking on bad connection or can disable the countdown that forces you to wait before reconnecting.

silver mason
silver plover
silver mason
craggy geode
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Can someone help me setup EZM

midnight idol
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Forever, are you familiar with Linux scripting at all? You can make a very simple one that will always work in like...3 lines.

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That was a few days ago and they may never come back so... never mind

delicate veldt
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hah good point, could always make an init script too, easy enough to do.

hoary cosmos
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Anyone have any recommendations for Windows server administration tools? Switching from a Linux Ptero panel setup. Previously I used FASTER, but encountered a lot of bugs (which is what sent me to Linux Ptero in the first place)

tepid patrol
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Using FASTER, not aware of any major bugs with apart from habit of not downloading huge mods in one go (never happened to me but others report it)

wanton oyster
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I know that i can alway "Kill" a server.... but i dont know if it is GOOD for the "savegame" of my mission

midnight idol
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I assume that a kill is enough, but it depends on how arma/the mission handle it. Guess you could test it.

winged mist
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Just released update 1.0.0.4 of the EPM RCon for anyone that uses it

scarlet basalt
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your mission "savegame " @wanton oyster

simple sparrow
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Anyone know of any good ARR tools out there?

sturdy tangle
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ALiVE with warroom integration has AAR, Spotrep, Sitrep and unit tracking

simple sparrow
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Looking to use an AAR with TvT, never really thought to use ALiVE with that. I can give it a go

willow shuttle
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in case there's a reason for you not to use alive

azure crag
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@willow shuttle sup, does it preform well now?

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My group is looking for a AAR tool.

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Very possible we can help out with code work too.

simple sparrow
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what do you mean with AAR?

azure crag
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AFTER ACTION REPORT really.

willow shuttle
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@azure crag apart from @silver plover angular-ifying some of it, there hasnt been done much lately. performance-wise it works well enough for me (you cant really expect smooth movements for a hundred markers on a google maps interface, i guess)

azure crag
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Sad :(, if there was more data on what needs to be done i'd be willing to help

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Lack of open source AAR tools suck.

willow shuttle
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another thing would be stats like who killed whom.

azure crag
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I'l look into it after i get this next release of swifty out

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Gotta get that Pbo inspection shit going.

willow shuttle
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so, swifty will know which files within a PBO have changed, and update only those? i thought it already did delta updates?

blissful ore
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@willow shuttle That is an interesting tool you have there..

azure crag
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@willow shuttle Gotta go deeper man

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Pbo have timstamps and stuff so lots of wasted data

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RHS 0.3.8 -> 0.3.9.1
333.59900 mb patch needed

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With my DPI.

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Full size is some 2.6 gb

willow shuttle
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ah. i never looked into the structure of PBOs. I'll just arrogantly assume they're like zip or gzip files, with added retardedness

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actually they're not even always compressed, right?

azure crag
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nop

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Compressed = slower loading

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And that we really dont need ;D

willow shuttle
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yes, imagine if all the images and documents on the web were compressed by all the web servers! it'd be even slower than it is right now!

azure crag
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Thats a whole other thing

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Decompressing models while streaming content -> tad harder.

willow shuttle
blissful ore
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private repo

willow shuttle
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๐Ÿ˜ฟ give me the codez โ€ฆ oh well, i'll have to continue building my own stuff

edgy saddle
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FusselWurm good luck in your ventures

clear eagle
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@willow shuttle I used your AAR as inspiration when making mine, if you want me to invite you to the private repo give me a shout

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@azure crag - My AAR is going to be open-source when it's in a workable state, if you want to help out developing i'll give you an invite to the repo

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The extension is in c# as well, so it should be pick up and go for you

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In fact I'm actually in need of new brains right now, if either of you (or anyone in here) has any experience in web development, particularaly trying to load LOTS of data from a website without crashing the javascript engine

willow shuttle
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@clear eagle I'm all for uniting efforts, atm there's like five different solutions out there trying to do essentially the same thing.

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as you mention c# - does that mean it cant do linux servers atm ?

clear eagle
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You could compile the plugin with mono I suppose

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That'd probably work on Linux, my long-term goal is to rewrite in c++ anyway

willow shuttle
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so there's no dependency on windows APIs

clear eagle
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All the extension does is take data, queue and put into a file

willow shuttle
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sounds reasonable. the downside is that you'll force clients to download everything at once

clear eagle
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Yes that's the main problem right now

willow shuttle
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and i guess you get replays of 100MB or so of data

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if theres like 200 units playing for a few hours

clear eagle
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The bigger ones are 100MB, they're gzipped and unzipped in the browser though so the real download is only about <10MB

willow shuttle
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still a lot of data to hold :/

clear eagle
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There's a huge downside to that though, it crashes the javascript engine in chrome when you try to use the bigger replays

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Firefox and Edge don't have this problem bizzarely

willow shuttle
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on a positive note: i noticed that leaflet seems very performant. :)

clear eagle
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Yeah, leaflet is great, super lightweight and very extensible

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I actually just posted on your GitHub about the rotating marker plugin that you'd need

willow shuttle
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whee :)

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ok - so I'd very much like to see your code โ€“ but I cant promise you I wont just walk away and continue to do my own stuff for some reason.

clear eagle
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That's fine, i'm going to open-source it in the end anyway, all I ask is you don't release the code mainly because I'm making breaking changes daily

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Don't want to have to deal with 1000 server admins being pissed at me because I crashed their servers

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You can use my code in yours if you want though

azure crag
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@clear eagle I'd be happy to help in the near future.

clear eagle
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Want an invite to the git @azure crag?

azure crag
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Please!

willow shuttle
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@clear eagle of course I wont release your stuff. gimme invite :)

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oO now I can see the repo, but it seems to be empty ๐Ÿ˜•

clear eagle
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Actual repo is different

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Verox- / server-information-system

willow shuttle
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ah, right. thanks :)

clear eagle
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@SIM mod passes information to the extension, when then passes information to a daemon which then sends data to a webserver, remote or local.

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It's a bit convoluted, the daemon is there because I was going to do it a slightly different way originally

azure crag
clear eagle
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Already added you @azure crag

azure crag
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Ah cool.

clear eagle
azure crag
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Lots too chew!

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@clear eagle Looking good!

clear eagle
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Thanks

azure crag
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I will def throw in some brainpower after i released the next swifty update.

clear eagle
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Async loading of the replay file would be the best thing to get done

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I'm almost embarrased to admit but I took a small shortcut in making the first version

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It embeds the entire replay file, a gzip file base64 encoded as a string, directly into the web-page

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I'll be extremely sad if fixing that particular problem solves all the crashing issues

willow shuttle
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everybody shortcuts their way to a prototype. nothing to be ashamed of, normal part of the development process.

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unless you know exactly where you want to go and how to achieve it

azure crag
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I kinda wish the PHP part was node ;D.

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Since there is a lot of good streaming files tools there.

versed latch
clear eagle
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JavaScript makes my head hurt at the best of times

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PHP slightly less so...

azure crag
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JS is fucking awfull as well

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This is really nice tho!

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btw for shots

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Just take the shot time and shot direction

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then just draw line infront of it.

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For a bit, it works good enough.

clear eagle
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Aye, I was just writing a post on that issue about that

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It works brilliantly in a 3D enviroment

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But when you put these shots in a 2D enviroment it starts to get SUPER confusng with the infinite lines

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It might be the only way though

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for now, until the arma gods answer us

azure crag
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Did you see the picutre i posted

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That background haze is perfect

clear eagle
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mhm, it'd certainly work, at least until some method of getting exact bullets was created

hoary cosmos
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Performance also seems significantly worse compared to the same spec server running on Windows. Hard to really rule all out all factors around that though.

versed latch
hoary cosmos
silver plover
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@willow shuttle there's an angular directive for leafletjs at least which seems to handle both different maps sources and markers in a structured way to avoid messing around too much

west stump
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JS is awesome :) I once did a chunk loader in JS. XHR loading x GB large videos in 4 MB chunks in Chrome and glueing them together in the Filesystem. Works pretty well.
JS is absolutely able to handle large data. At least from my experience.

willow shuttle
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I think V8 has a hard limit of 1.5GB or something.

clear eagle
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How did you glue it together in the filesystem bux? It doesn't have access to it

hollow creek
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@clear eagle Afaik chrome has a filesystem api

clear eagle
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only chrome sadly

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Limits the usefulness somewhat

west stump
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Could be possible in IndexedDB but I had chrome as a Dev platform so Filesystem API was my tool of choice

wraith wing
little finch
nova dock
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@clear eagle - PM me if you are in need of some javascript caching / C# assistance when you get the chance. thx

nova dock
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What is the currently best RCON tool for managing ARMA 3 servers?

dark relic
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I always used dart, but the guy i model for using something else

urban coral
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@nova dock EPMRcon is doing its job pretty fine.

nova dock
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okay, can you send me the latest link version?

urban coral
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Bohemia Interactive Forums

Page 1 of 6 - EPM RCon Tool (Beta) Changelog and Information - posted in ARMA 2 & OA - Servers & Administration: Current Version: 1.0.0.03Requires .Net Framework 4 Full (Not Client Profile)Please post your bug reports/comments/discussions/feature requests on the forum.Current Features:- Resizeable and easy to use Chat/Log Box with 3 tabs (All, Chat, and Log) and a search function.- Resizeable and sortable table of players.- Send global message.- Send private message to player.- Ban player...

nova dock
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thanks.

winged mist
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thats one version out of date because im lazy but you'll get an option to update when you run

urban coral
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btw. good job on that ;)

winged mist
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Np :P 1.0.0.4 seems to be running alot better, and i noticed a few errors in my code which were stopping the notifications from working correctly

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and the timeout actually works as intended now

clear eagle
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Does nobody release open-source anymore? : (

azure crag
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I refuse to release swifty because i know every damm community will just use the base code to crate hier own launcher

winged mist
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same reason we didn't release the source for the ws launcher, didn't want people using our delta patching code / knowing the cdn end points

clear eagle
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That's true I suppose, I personally just enjoy looking at the code seeing what other people do differently

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Best way to learn

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Also, wouldn't you be able to extract cdn endpoints from the compiled code?

winged mist
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yea you could decompile it and get most of the info tbh

azure crag
winged mist
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but people are lazy

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that you ripping off your own program to demo your point?

azure crag
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Yes.

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:D

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It amused me.

winged mist
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haha

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suppose if you can arsed to do it :P

azure crag
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It's digustly common.

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Just look and how much code you can find from F3 ( that i worked on too) in other peoples "selfmade" frameworks

winged mist
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F3?

azure crag
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Tho that one is opensource, only get whiney about it when they claim they make it themself

winged mist
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ah a mission framework

azure crag
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Quite a few people use it then pretend they don't xD

winged mist
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people could atleast give credit

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but they don't

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another reason why my things stay closed source

clear eagle
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tbh 90% of the time people don't give credit is kids who are just starting coding and want to look "good"

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The remaining 10% are adults who wish they were "good"

azure crag
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@clear eagle for streamable files we could setup a php api endpoint that takes replayid + frame (maybe grab some extra while they are)

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Completly switching subject like a baws

clear eagle
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Aye that gave me whiplash it switched that fast

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I implemented that last night head

azure crag
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:S

azure crag
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Hah

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Nice man

clear eagle
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It solved the crashing on chrome problem

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Turns out the gzip decompressor i'm using is "liberal" on memory management

azure crag
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:D

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Oh php how i not missed ya.

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Thats great man, wish i could release more time to help out.

winged mist
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verox what lanuage you using?

clear eagle
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PHP/JS/C#

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Depending on which bit of the program it's using

winged mist
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c# has built in support for unzipping

clear eagle
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c# doesn't need to unzip, that just does the compressing server side

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Once it's started getting into the user it's PHP and JS

azure crag
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C# default zipping and shit is crap tho

winged mist
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its not that bad tbh

azure crag
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Okay, i was a bit too hard on it

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It's okay..

winged mist
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better ^^

azure crag
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It's binaryformatter tho

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;(

winged mist
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we used to use it instead of the 7zip lib because i couldnt be arsed shipping 1 untidy dll

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but that was also when i made the mistake of trying to force people to download a 4GB + Zip in one go

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with pausing

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so we quickly moved away from that method and went with delta patching

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also had fun trying to get the async file download to work with a progress bar

azure crag
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How did you do the delta patching?

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Webclient + progressbar == ARWAAAAAAAAAG

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Well i had issue with mostly i was downloading too fast for .Net to hang along

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so i had to write a objectpool of progressbars or else it would choke ;D

clear eagle
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efficiency

winged mist
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for the delta patching we had a hash of all files on the server, client then hashes its files and then compares the two

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any differences the files would be redownloaded from the server to the client

clear eagle
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The entire file?

winged mist
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yea there was no need to go inside the pbo

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so we just reaquire the whole thing

clear eagle
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Ahh that's not REALLY delta patching D:

azure crag
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Indeed.

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Nor do swifty have proper delta patching

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It devided the files into chunks

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then compared chunks hashes

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and only downloaded chunks.

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But ofcourse really violtile and dosent work half the time ;)

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Part of the reason why i started investigateing PBO patching.

clear eagle
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Delta patching for binary files (as used in arma, anyway) might not be worth the effort put into developing tbh

azure crag
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PBO + delta patchin = useless

clear eagle
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PBO patching, on the other hand, is entirely useful

azure crag
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Indeed it is.

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RHS 0.3.8 -> 0.3.9.1
333.59900 mb patch needed

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That would be a full redownload otherwise ;)

winged mist
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well the way we do it is more than enough for whats needed.

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if in your above example only 4 files changed

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then only those 4 files need to be downloaded

clear eagle
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I mean, if a mod maker changes a model you're PROBABLY going to be downloading most of the model file anyway, so delta patching isn't too useful there, but PBO patching means it doesn't have to redownload all the configs

azure crag
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Cortez, but the biggest sized stuff is pbos

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Pbos always change even when you recompile them

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Unless you recompile with mikeros tool and no timestamps flag

winged mist
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we compiled all our own items

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all pbos and bisigns

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because #samatra :P

azure crag
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Well aslong as you use the no timestamps it would be fine

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Otherwise you quickly notice that all files are diffrent sicne one timestamp off means checksum is no longer vaild etc

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I need to go find some drugs

winged mist
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and as for downloading the files, yes it was webclient and downloadfileasync

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with progress bar

sudden violet
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anyone know why i cant enable scripts on my server

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its a dedicated server that i am hosting from my other pc using faster and cant use any scripts

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got mods loaded and custom missions working but cant use my full arsenal etc

winged cosmos
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Hello everyone. I have an idea, and I think, that some of u, tried it. So i'm gonna ask, did someone tries to synchronize arma 3 missions on MP servers with discord servers? For example, I have a pve server with custom missions, and on server we have a notification about every missions started and ended, and I want to syhronyze this notification with discord, using bots. So what do u think? Is it possible? Had anyone tries it before?

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Will glad to ur respond

fierce mango
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Well I am currently using the steam query protocol to display basic server info like: mission, map, players.
But to get in-game stuff you would need to somehow get that info out of the game, idk if there is any existing stuff for that.

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But its possible with an extension or logging.

young ice
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as long as the info is in the server log, it would be as simple as reading the log file and extracting the info from there and reacting accordingly

fierce mango
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Yea, just make sure you exclude already posted stuff. Else it will repeat stuff.

silver plover
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use arma extension to send needed discord api calls

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load as server only mod

alpine goblet
silver plover
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you could also just run a discord bot as part of the arma extension ๐Ÿ˜›

alpine goblet
silver plover
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if you already have the database it makes sense to have discord piggy back on it, especially if you're using some event driven approach for it

alpine goblet
oak shoal
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How do I make an arma 3 dedicated server with Antistasi on it? Tried making the server but failed horribly.

young ice
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The same way you set up a regular Arma 3 server, just with Antistasi as mod added to startup parameter

patent compass
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If i have questions regarding a server setup, can I ask my question here?

lucid canopy
trail shadow
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how do i make a mod for example lambs server side . i want to make it so people have to download less mods and some mods are only needed server side

wraith wing
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Still watch out. If your playing with Zeus you will need Lambs on the clients as well or you need to create a script that offloads the ai immediately back to server

spring cradle
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Lambs doesn't deal with ai other then how they think iirc

stoic raft
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Quick question and hopefully a simple answer. Got a server up and running on linux using docker. No issues there. What are any good admin tools available for setting up mods and loading missions that would be compatible?

tepid patrol
stoic raft
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Donkeyshame. Will take a look there

winged schooner
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Besides FASTER are there any other tools to help build a server config? I'd like to start running multiple servers at once now and want to make a batch file but don't know where to start.

tepid patrol
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You can use FASTER to run multiple servers, as for batch files check the FASTER FAQ, explained there ๐Ÿ˜„

silver plover
wraith wing
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anyone knows a easy trick to let other players join a local hosted server? i only have ipv6 address from my service provider. Creating a vpn just to test things is not really something i want to do and god knows i am not installing spyware like hamachi

light tartan
wraith wing
#

But since my new ISP it is not possible to connect due to ipv6 tunneling

#

There was a tool called lanparty that worked via discord, but it got killed of by discord stumping down game support

#

I searching for a most simple solution, because I don't want to make my friends install openvpn so I can route them to my subnet

light tartan
wraith wing
#

I am well aware of that copium

#

Pretty simple to do with openvpn but still

light tartan
#

our hands are tied

wraith wing
#

Lanparty tool didn't event need admin permissions :/

light tartan
#

try zerotier

wraith wing
#

And hamachi is simple but sniffs your local traffic

light tartan
#

ngrok would be nice if they had UDP, but alas, only TCP.

wraith wing
light tartan
#

its one of those, everyone has to have it. i don't think you need an account as a client though

wraith wing
#

Sigh

#

I wonder if I could just VPN to my vps and reroute all traffic on certain ports

light tartan
#

i actually just bit the bullet and bought a dedi for 5 bucks a month since I moved to a new apartment

wraith wing
#

And due the same for the outbound traffic on my pc

wraith wing
#

Unfortunately

#

Could rent a dedicated too but to expensive for the few times I run it

light tartan
#

by bought, i mean rented. not the full server though, just the node

wraith wing
#

Ik, but the cheap dealers performance is crap

#

And a good dedicated costs 50โ‚ฌ/m

#

It is for testing stuff and doing it local is much faster for me than having to migrate and copy stuff over

light tartan
#

well that's all I got for ya :/ self hosting has become a nightmare over the past few years and will continue to be because IPv6 rollout has been garbage among developers.

wraith wing
#

well my vpn tunneling works!

#

I just setup a vpn tunnel to my server and forwarded the ports to my machine

#

not gonna lie, almost faster than finding the port forwarding feature in most routers

silver plover
#
GitHub

LAN Party VPN - Run VPN on top of Discord. No installation required. - GitHub - gyf304/lpvpn: LAN Party VPN - Run VPN on top of Discord. No installation required.

GitHub

Steam Multiplayer for any LAN game. Want to play classic LAN multiplayer games with your friends but cannot get together for a LAN party? Use PartyLAN to run a LAN party over Steam Multiplayer! - G...

#

maybe one of those would work for you @wraith wing ?

wraith wing
#

Both discontinued unfortunately

#

I was talking about them before notlikemeow

silver plover
#

I believe they still work?

wraith wing
#

Nope

jovial narwhal
#

Am also interested. I had nothing since Tunngle was a thing

wraith wing
#

partylan discord was disconntinued. It kinda still works but i was unable to establish a connection. The steam version nerver got released because steam does not allow such tools on their site

#

i tried to compile the steam version but i was missing an appid - iam not sure but i think without setting up a steam game it wont work

#

tbh it shouldnt be so hard to create a proxy that can redirect udp traffic after all, or create a peer-to-peer lan

jovial narwhal
#

Yeah just hosting a NAT punching thing that provides P2P connections..
Would be a fun project to work on. But I know nothing about VPN network devices

#

though I guess partylan already has all the code for the network interface.
Just need to replace steam messaging with own NAT punching server and peer-to-peer networking.
Sounds simple ๐Ÿค”
If I had the time I would

#

Actually, could just put that steam code, into a Arma extension.
Arma is a steam app with probably all you need
Then you just need to let Arma run in background ๐Ÿคฃ

wraith wing
#

i think i am gonna try that

jovial narwhal
#

Actually I think you can put all of it into a extension if you replace the winMain()
It creates its own window, that should work

wraith wing
#

๐Ÿค”

#

does it still work if the extension is not placed inside the main arma3 folder

#

i mean where does it grab the appid from

jovial narwhal
#

If its loaded in Arma process.
Arma has already initialized steam for you

You are just calling into the already initialized stuff, doesn't matter where extension is

wraith wing
#

yeah but how is this stuff shared?

#

extension is still a sub process right?

jovial narwhal
#

no

wraith wing
#

but how does the steamcode in the extension now where to look for the initialized data

#

thats what i was thinking

jovial narwhal
wraith wing
#

its static build if i see correctly

jovial narwhal
#

Steam uses global variables internally to store state

#

Maybe you'd have to convert the steam calls to manual LoadLibrary/GetProcAddress

#

Don't have a simpler example.
But just use something like that to get the addresses from the already loaded steam dll, and then call into it

silver plover
regal iris
#

Anybody know a tool to host simple lan servers without relying on the launcher? I want to host dedicated servers to play antistasi by myself (and ocasionally a friend), I've found that if I host through in-game the performance is worse than using a dedicated server, but after repeatedly changing the mods and configurations I use, it becomes tiring having to go through the process of listing all mods every time.

Wondering if there's any GUI or similar to host A3 servers with more ease,

regal iris
#

Thanks @silver plover I'll check it out shortly!

wraith wing
#

works flawlessly i just joinked the appid of arma

#

still gonna try to add it to a simple extension

trail basalt
#

Question, unit I am part of host their ops in VM that they pay very little on. Downside, they have to do everything manually (like manually downloading copy pasting in mods when they update)
Are there any server tools that would automate a lot of work?

silver plover
#

steamcmd can download mods from steam workshop

trail basalt
#

From what I understand, they will still have to keep track off all the updates. Is there nothing more automated?

silver plover
#

Thereโ€™s a couple of community tools which provides more automation, most are on GitHub

trail basalt
hollow atlas
simple sparrow
#

Whats the problem with it?

formal cobalt
#

Okay so i made a website to generate the mod commandline for servers
https://oshidabcf.github.io/
you just need to put a modpack preset file and it will output the corresponding cli
i tried to made it work for all providers so there is so settings
the default are the one for Armahost
only letters and numbers allowed, with DLC not included
but it should work with most providers, feel free to use it
I would be really happy if my silly little script actually become useful

remote umbra
# trail basalt From what I understand, they will still have to keep track off all the updates. ...

On any linux box, it is very easy with small shell scripts, docker/podman, and crontab. I am building currently ArmA3Containers, a project I started in 2016 that I am completing now, you basically execute one script or two, and you have
ArmA3 Server + mods updated daily, TS3 (with latest TFAR if any change) + FTP server to upload missions + small web frontend to start server instance.s on specific mission (with corresponding mods), viewing logs and so on.

#

docker run -d -v "$SOMEWHERE:/data" steamcmd/steamcmd:latest +force_install_dir /data/steamapps/server +login ${STEAM_LOGIN} ${STEAM_PASSWORD} +app_update 233780 validate +quit

#

Put the line above in a script executed everyday in a crontab, and you have your A3 server updated into $SOMEWHERE/steamapps/server

#

You can do the same for mods.... ready-to-use solution incoming if you cannot write your own automation.

silver plover
remote umbra
#

Yep, with a planned restart every day.

winter storm
#

Oh, and how do I tell it what server tu update.

#

P.S. I'm a long time Arma server admin, but this is beyond my programing skillset. I'm used to do things manualy, but ATM it just takes too much time to admin several servers and I'd like to optimise the updates. Thanks.

silver plover
silver plover
winter storm
#

Do I have to place the .env and other files from zip in a certain folder? Server install folder?

#

I specifly Steam ID and password in the copyed .env file, but when I run the Docker it says no user password. Like it's not reading the correct .env file

#

What is "Host Path" and "Container Path"?
If I add the steam ID and Steam PASS under enviroment variables it trys to download something, but the it says "sh: 1: ./arma3server: not found"

warm oasis
#

is there some sort of tool for servers like yaab where i can quantitatively compre performance of the dedicated server between different configs/hc etc? ive tried searching and all benchmark tools are so old from 2013 or so? thanks

slate hemlock
remote umbra
#

Not yet. I started with podman but have migrated it to docker, more common, and I am currently developing a small application to operate it: an admin panel, you login with your steam account, you have a conf file containing the steamIDs who are admin, then it listed the missions available, and you can click on the Play button to start the server with the rights modules. You have also other panel to launch and plan the maintenance tasks, and so on...

#

I will look at people to test it soon.

#

I am also supporting ts3 server with mariadb

#

And I am also playing with Arma3sync to generate modsets from missions files.

#

But I am glad to see that it interests somebody @slate hemlock ๐Ÿ™‚

remote umbra
#

Before going further, I implement the support of multi-games servers

fierce rain
remote umbra
#

by multi-games I mean support ArmA3, Reforger and later... ^^

#

But it will be under WTFPL v2 @fierce rain

#

The tool is TvT oriented, won't be nice for long lasting public servers.

wintry sinew
remote umbra
#

thank you

#

It is in the global picture of ArmA TvT project with different tools.

wintry sinew
#

I just wrote simple shell scripts that do 99% of stuff I need with minimal effort from my side to get everything working, we it downloading mods, building A3Sync or server management. It does the job

remote umbra
#

indeed. I started with a bunch of shell scripts and cronjobs too.

#

Here I want a GUI to let people connect with their steam account, manage missions, start a server instance by selecting a mission, and get everything done with no pain.

wintry sinew
#

The only cronjob I got is daily A3Sync sync from master on my mirror. Everything else is now managed by servicies

remote umbra
#

I have a docker pull for steamcmd, update of a3 server => recreation of a new docker image, browsing of all HTML preset into /missions, building of required mod list, download, A3sync modsets creation, and this can be triggered in the UI by any admin with no access to the host.

wintry sinew
#

I am in the process of learning webdev thought. I am hoping to have something that you just run and give it steam acc. It will do everything, from getting steamcmd, A3 server, mods, keys, profile settings, ocap, others and just setup everything like you want from a simple config file.

The vision is to go on game day, get a hourly billed server few hours before, let it set up everything and be happy

#

Given, I also run a one life PvP event. Nothing more isn't really needed.

#

TBH the best option would be to get rid of steamcmd and pull it all manually.

remote umbra
#

absolutely.

wintry sinew
#

Because fuck steam cmd and it timing out on anything bigger than 10 gigs

remote umbra
#

steamcmd is a pain.

#

there is also TFAR/TS3 plugin update

wintry sinew
#

I know there's some C# or JS libraries that allow you to do something, but not sure if that much for steam cnds

wintry sinew
#

Ps: dedmen, where the update? It's been months by now since you merged

remote umbra
#

you are right, client-side, have forgotten.

#

I stopped playing A3 7y ago, need some refresh lol

wintry sinew
#

Must be nice. I hope to achieve that one day too

remote umbra
#

I jumped into airsoft milsim instead, not a good move, trust me ^^

wintry sinew
remote umbra
#

Rollback, I will have a dedicated launcher for Reforger, cause all the tabs about missions/mods and so on are A3 specific.

remote umbra
#

I am looking for information about recorders, like OCAP, which one to choose, pros&cons, and so on. Any link/advise ?

remote umbra
#

A3RR, maybe others I don't know

#

It is not so complex to listen to events and record, so I guess there are a lot of them....

remote umbra
#

I have just discovered DepotDownloader, it looks to replace steamcmd to DL A3 server + workshop mods, right? Isn't it the ideal solution?

remote umbra
#

'Cause I currently based my automation on steamcmd, with the following process:

  • try to DL new mods (ids missing into workshop/content/107410/*)
  • it may crash if too big, so I loop til all my required ids are into workshop/content/107410/*), with a deletion of workshop/downloads/ between each run
  • then look for updates on all installed mods....loop til there is no error
#

Does it look good to you?

silver plover
remote umbra
#

yes, but it happens sometimes that you have to remove the temporary files, because retries are just failing til you remove them. Not a big deal starting over since on dedicated, network is fast enough (steam servers too).

#

good point for acf, but it contains outdated information right?

#

I mean, they were written during the last update, so you have no idea if these info are correct or not til you.....relaunch the update.

#

It is useful only if you read it right after an update attempt, you are right.

wintry sinew
remote umbra
#

it is a pity that we have to loop, ok, but DLing 100GB from steam servers on a dedicated box with good bandwith is not an issue.

#

I mean, doing this every morning on a maintenance time-slot of a few hours.

#

you won't have 100GB of mods to download everyday, but even if it was the case.... would work.

remote umbra
#

It looks like the limit is 25GB

wintry sinew
#

It's a timeout limit that steamcmd has

#

if it is downloading one item for XY amount of time, it will fail

remote umbra
#

Any idea with this error:

CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 78 items discarded.
src/common/completionportmanager_posix.cpp (359) : Assertion Failed: Async I/O on closed handle 123```
wintry sinew
#

almost like it does not count the download as active connection and a timeout is running

#

exactly what I said

remote umbra
#

nice.

wintry sinew
#

all you can do is try again and again and again

#

and it will download a little bit every time

#

until it finishes without an error

remote umbra
#

thks

#

I was deleting the downloads folder to avoid issues, but not a good idea though

wintry sinew
#

yeah, this is a bit fucked
we really need a better way to check and download stuff from steam

#

afaik there are some C# projects that do something like that

#

steamdb might have stuff for it

#

Dahlgren probably also has something

remote umbra
#

What about DepotDownloader?

#

Does it fix these issues?

wintry sinew
#

never used it, but I think this is what I am talking about

remote umbra
#

testing it...

wintry sinew
#

I am not sure how usable it is on Linux though

silver plover
#

it works fine

#

there's also a JS library with similar feature set

#

note that they are all third party tools and not endorsed by valve. they stop working whenever valve makes a breaking change to their APIs. and worst case they might ban you for using non official clients.

remote umbra
#

looks very good.

wintry sinew
#

Time to write a Go one kappa

remote umbra
#

ahah

#

I prefer to answer your questions here @wintry sinew

#

I am doing it in ruby, it is a rails application

#

I don't understand the need of 24/7 for testing purpose in TvT

#

Maybe it exists because starting servers is not easy

#

With my tool, you start with docker a server dedicated to the mission you want.

#

With the right subset of mods

#

with no effort, all done automatically.

#

So, having a 24/7 for testing pupose makes no sens: which mods the testing server is supposed to run?

#

The TvT use-case answers this need: in //, you may want to have several small servers instances:

  • 1x mission with some mods started to drill some tactictal situation with a few team members
  • 1x mission in dev tested by a mission maker of the team, with his own modset
  • 1x a few guys analysing the mission objectives to prepare the briefing for the next incoming big event.
#

to do so, you have to be able to start/stop servers in few clicks

#

My tool support also several "configs" (= set of basic.cfg + server.cfg + server.armaprofile), and when you start the server, you specify which conf you want.

wintry sinew
#

We play once every month and something.

remote umbra
#

Ah yes. In TvT you open the server before yes.

#

Bah it is just a server instance started 48H before the event with one click.

wintry sinew
#

For you it's 48H, for us ti's a month dogeKek

#

I am just saying that a 24/7 server is also something that we use even when we are pure TvT

remote umbra
#

could be a year.... I mean.... til you stop it.

#

when I am saying 24/7, it is like a persistent server that rotates missions, support votes and so on....

wintry sinew
#

ah fuck that

#

no need for that

remote umbra
#

It is different from a single mission running server.

#

In TvT we nee one unique mission run

wintry sinew
#

it's single mission, people can vote themself admin and change it

remote umbra
#

what for?

#

reload the same mission ?

wintry sinew
#

we play two mission per event

remote umbra
#

oky

#

with different modsets the same event night?

wintry sinew
#

same modssets

remote umbra
#

Ok so useless

#

I mean, the goal for them is to check that their modset is ok right ?

#

But why not anyway

#

For two different missions, I will have two different server instances in //

#

With my tool

wintry sinew
#

modset check is the main thing, yes

#

so keys are needed

remote umbra
#

Sure.

wintry sinew
#

also server side mods are a good idea

#

like ocap, stats

#

whatever you do

#

those are however not on workshop and are sideloaded

remote umbra
#

sure, OCAP feature is my next addition.

wintry sinew
#

make sure allow for custom ones too

#

like we got stats, otheres have inidb etc

#

and custom keys, we add leopards as admins run advanced dev tools too

remote umbra
#

I let you share the tools with me

#

to know if it is better to add as a feature, or not.

#

What is Leopard?

wintry sinew
#

just saying stuff that I do/need

remote umbra
#

sure but interesting

wintry sinew
#

a guy, Leopard20, made ADT mod

#

So by adding this key, we make the mod optional

#

same for others, like blascore etc, depends

remote umbra
#

is this server-side??

wintry sinew
#

nope, client side

remote umbra
#

ah so you dont mind

wintry sinew
#

thus the need for a key from a mod that is not loaded by server

remote umbra
#

the best way to go: create a workshop item containing it.

#

then managed as any standard mod.

wintry sinew
#

Not the best way imo

remote umbra
#

on the contrary, for automation.

#

With my tool, you want to have another dedicated host, or migrate, it is done very easily, since everything recreates from scratch

wintry sinew
#

allow to select a number of "optional" mods

#

which will not get loaded by serve

#

but their key will be added to the keys folder

#

that's what is needed

remote umbra
#

like optional sound

#

I see

#

can't you specify them into cfg files?

wintry sinew
#

they might varry

#

one event you want better inventory optional

#

one you don't want it

#

one you want it required

remote umbra
#

I support several configs for that purpose if it is just a matter of conf.

#

To allow this flexibility, docker is an awesome tool. I have a base image of A3 server, vanilla, maintained up-to-date. When you start a mission by one click, you build a new image based on A3 vanilla, you just insert PBO, keys, conf, inject the passwords in conf, and tune the start command (modsets, free port number). And you can start/stop 17 servers instances completely different in a few seconds.

wintry sinew
#

hmmm, guess we have a different idea of what it could look like unfortunately

remote umbra
#

Do you have arguments?

#

Any known issue?

wintry sinew
#

writing custom configs for optional mods etc is eh, just allow me to select them with a checkbox from a list of all mods

#

also doing docker for A3 server, not allowing me to switch to perf/prof

#

sometimes I'd like to run prof so I can profile my framework while we play a smaller event

#

I feel like that's a tad bit too limiting

remote umbra
#

I don't understand the first point. If you can write a file in a folder, you can do the same inside and image.

#

Or write it on the host and mount it into the running container

wintry sinew
#

is your frontend not web based?

remote umbra
#

It is. It runs inside his own docker container

#

Outside, there is the /missions folder

#

And a docker volume containing /steamcmd data, shared by all the container to get mods.

#

But I don't get your point. I started with a bunch of shell scripts.

wintry sinew
#

everything would at best be done through the web ui

#

nothing I need to do manually

remote umbra
#

Not convenient to let my team mates interact with it, so I did a website.

#

It is the case with my tool yes.

#

The prerequisites: you need a ssh access to the dedicated server with docker access too.

#

In one line you start the Servers-manger container.

#

You are done.

#

Then you connect to the website and start uploading missions.

#

There is a default maintenance job planned at 0600 to maintain everything, but you can launch jobs also in the operations tab manually.

#

(convenient if you don't want to wait tomorrow morning to get your mods and A3 available on the server)

wintry sinew
#

I am more talking about the configs etc, like optional mods etc

#

from the sounds of it it sounds to me like manually editing files

remote umbra
#

Under the "settings" tab, you will find all your "configs", with a clean installation, you will have just "default", but can create as many as you want. You will see the 3 files basic/server/armaprofile with default content for each "config", I guess that you have your own so you will just copy/paste the content you want from your existing files.

#

I also have a "back-up create/restore" that generates a small tarball of the settings + configs for A3

#

if you need to restore them somewhere else, just restore with the UI the tarball and it reconfigure everything identically.

#

(I have a settings.yml file that contains the steam IDs of the authorized guys to access the tool, the steam login/password to use to DL mods, and so on)

#

as for mods, I told you that everything is computed dynamically from the HTML presets that have been uploaded into the ./missions

#

you have an option to put ./missions into the backup or not.

#

usually you don't want I guess.... cause it is easy to drop new missions and have the requires mods downloaded automatically.

#

By planned maintenance task, or triggered manually in the UI in one click.

#

there is something to be implemented, openid connection to steam.

#

I want people to login on steam, if the settings.yaml does not contain any admin, it will add the very first connected user, then it will be up to this admin to add under "settings" panel the steam IDs of players who will be allowed to use the tool.

#

I guess that I need to specify an openID key when launching the application, to allows it to deal with Steam authentication.

#

I think OCAP is doing it too.

silver plover
remote umbra
#

yep

#

this will be the "hard" part of the tool deployment.

#

when this key is missing, the app is just requesting for this key, something not straight-forward to be filled-up

lyric mortar
remote umbra
#

any diff to expect from DepotDownloader?

wintry sinew
remote umbra
#

you are right, I have checked.

wintry sinew
#

used to have access to it long time ago

remote umbra
#

yep

#

I was in OFCRA a few years ago, and initiated the first public events there.

wintry sinew
#

the stats page you linked actually uses my stats addon to get them from the game dogeKek

#

I was there till the end of 2023 or so, my clan then got "banned" for "lonewolfing"

silver plover
remote umbra
#

thanks, so let's stick with it, no need another layer ontop.

hybrid meadow
remote umbra
#

I have seen that

#

Do you know restriction rate?

hybrid meadow
remote umbra
#

might be 25 requests every 5 minutes

#

So, playing with steamcmd + DD for failing big ones looks to be the best compromise.

hybrid meadow
#

yeah good idea, do all the small ones with steamcmd and do the much fewer large ones through dd

remote umbra
lyric mortar
#

also has useful options/parameters

remote umbra
#

like workers?

remote umbra
#

Just to be sure, TFAR plugin is client-side, no link between A3server and TS3, which can be hosted on a complete separated host, right?

silver plover
#

yes

wintry sinew
#

But TFAR still needs to be run server side too

remote umbra
#

indeed.

#

My point was from a hosting perspective. I guess that most of you host your TS3 server on a different box, right?

wintry sinew
#

It really depends. But from the 4 PvP events I can talk about, all of them different box

hybrid meadow
#

yeah iirc ts3 is separate and each client is who are doing the game integration

river field
#

Anyone have recommendations on a tool that can monitor/log performance? The only thing I can find close to what I am looking for (i think) is InfiSTAR, but before my server commits to a subscription I wanted to see if any of the arma gurus had advice

Windows server running on cubecoders AMP panel

wintry sinew
#

Just do #monitor
Or some stats plugins also track FPS

hybrid meadow
ember plank
#

Write the FPS to the server log every n seconds, and read the log file.
Or write it to a database of you want it more fancy.

thorn glacier
#

Does anyone know how the arma launcher knows what version/when a mod was last updated? I'm trying to work on a tool to automatically notify when the mod on a server is out of date, and I really dont want to download 60-90 workshop html pages and parse through them ๐Ÿ˜ฆ

silver plover
#

you can ask steam webapi for when a public workshop id was last updated

#

Request

make a POST request to https://api.steampowered.com/ISteamRemoteStorage/GetPublishedFileDetails/v1 with body payload for which id(s) to fetch

curl -X "POST" "https://api.steampowered.com/ISteamRemoteStorage/GetPublishedFileDetails/v1" \
     -H 'Content-Type: application/x-www-form-urlencoded; charset=utf-8' \
     --data-urlencode "itemcount=1" \
     --data-urlencode "publishedfileids[0]=450814997"

Response

omitted parts of the response body

{
  "response": {
    "result": 1,
    "resultcount": 1,
    "publishedfiledetails": [
      {
        "publishedfileid": "450814997",
        "result": 1,
        "title": "CBA_A3",
        "time_created": 1432827434,
        "time_updated": 1713933073
      }
    ]
  }
}
thorn glacier
#

oh sick! I tried looking through the steamapi documentation and didnt find anything

hybrid meadow
silver plover
#

you can also use steamapi but it requires an active steam session

hybrid meadow
#

right

#

and the webapi is regulated through a manual token system

silver plover
#

no, the GetPublishedFileDetails endpoint does not require any auth or tokens

hybrid meadow
#

oh right

wintry sinew
#

@remote umbra did you get the depot downloader to work?
I've rewritten my mod downloader to use it instead of steamcmd and been getting a lot of errors as far as connection to steam goes.
However there seems to be a new version that fixed the issue for me. https://github.com/SteamRE/DepotDownloader/actions/runs/10971966425

GitHub

Steam depot downloader utilizing the SteamKit2 library. - Merge pull request #541 from SteamRE/dependabot/nuget/SteamKit2-3.0.0โ€ฆ ยท SteamRE/DepotDownloader@bffa2d5

remote umbra
#

I did one test and it was working, but I need a docker image to pull it and use it directly.

remote umbra
hybrid meadow
#

huh

hybrid meadow
wintry sinew
hybrid meadow
#

ok sorry, wonder what change it is/was

remote umbra
wintry sinew
#

Try it. But I didn't see anyone actually using it. And I've been googling a lot for it in the past year
(Depot downloader works great though)

remote umbra
#

til it is broken again.

#

I support the 2 tools for DL to mitigate.

hybrid meadow
hybrid meadow
remote umbra
#

I have a maintenance operations page, which is processing the mods update via the official steamcmd docker image.

#

And I also have a one-by-one download feature from the mods page itself.... which is powered by Depotdownloader.

#

This way, I try to mitigate the risks of being blocked. If the DD is not working, the latest steamcmd image should stay operational.... and in case of issue with the batch processing, I can fix the situation with the other on a specific item.

#

I am pulling the latest docker image at the beginning of every operation, but I am not sure to provide an updated image for DD as soon as it is broken like the official steamcmd (which is updated quite often). The images to use can be updated in the config, so people may provide their own to fix the situation, but I have to consider my potential users as unskilled people for such dev.

#

There is no official DD image by the way.

hybrid meadow
remote umbra
#

Thank you! I prefer to control the source of the download by being owner. Easy to get synchronized fork of the repo and publish a new image as soon as there is a change as you said.

silver plover
#

depotdownloader 2.7.2 is now officially released

frigid haven
#

is there a mod/extension, that can write to files ( with linux support ) ?
alternative to FileXT without weird headers in files
maybe there is something using JSON fromJSON , toJSON
preferrably server-side

silver plover
torpid flicker
#

Anyone here know how to add mods to a dedicated server?

elfin bough
#

Anyone know how to keep the AI from going through the entire list of facewear? Feels like it wasnt an issue a few months ago, now half the AI that spawn have HALO masks or something else

elfin bough
#

My thanks

simple sparrow
#

How do I change the server admin tools motd for Arma reforger

dusty sparrow
#

I was directed here from the Server Admin Tools Mod.

Unsure if this is the Right Place but if anyone knows how to Change the Automated Message in the Top left by chnace and the Introduction message

wintry sinew
hard vine
#

hey

#

im gonna start a server but

#

like how do you set it up

wintry sinew
hard vine
#

millsim community

#

and i will have developers help me

wintry sinew
#

Good luck KKomrade

hard vine
wintry sinew
#

Making a server? No
Running a community and getting people into it? Very

hard vine
#

done it before on dayZ

wintry sinew
#

Then it's all easy

hard vine
#

became pretty large

#

but like

#

setting it up

#

is making me confused

#

does hosting a server cost money?

#

how do i publish it

wintry sinew
wintry sinew
hard vine
wintry sinew
# hard vine how much does it cost

Depends on your needs.
If you self host, rent a box, rent s complete server. It varies from like 10โ‚ฌ a month for electricity to 250โ‚ฌ/month for beefy dedicated box.

wintry sinew
hard vine
#

why cant i host it like they do it on idk

#

roblox

#

or stuff like that

lilac junco
#

because thats not how it works?

wintry sinew
#

That's a good answer

hard vine
#

jeez

lilac junco
#

and you said you've done it before on DayZ, that also requires either paid hosting or setting it up yourself on a dedicated server

wintry sinew
hard vine
lilac junco
#

"arma 3 server hosting" on google, depending on howmany people/mods and if you have any other requirements you'll have to pick between either a hosting provider that manages it for you (like hosthavoc, nitrado, shockbyte etc) or rent your own dedicated server from OVH or hetzner etc and set it all up yourself

wintry sinew
#

Depends what you want.
A dedicated box? Hetzner or OVH.
An instance rent? Just Google it, never used any.

lilac junco
#

But if you don't have any experience in running server infrastructure I would suggest going with a hosting provider that manages the game server for you

lilac junco
#

...

hard vine
wintry sinew
#

Google, find some, look at prices and offers, choose

faint oriole
#

Has anyone self hosting figured out how to check mods for updates? Iโ€™ve tried a few searches in the steamcmd commands help, but it doesnโ€™t seem to have a way to check a version number or file hash. Tempted to just scrape the date from the workshop page and compare it to the mod folder but wanted to make sure I hadnโ€™t missed anything

#

Nvm.. scrolled up.

faint oriole
silver plover
faint oriole
#

Ah sweet, thank you.

gusty dune
#

Hi guys, quick question: Looking for setting up a unit's website (so a web hosting server is needed) and also arma 3 server. Which are the best currently hosting providers? Regarding arma 3 server I want something like a game server hosting (20 slots is enough). Also yes, a TS server as well. Is there a provider that gives a comprehensive service like this, so all these services can be under 1 tab? I'm open to suggestions, if there's another effecient way to do it.

#

PS: Preferrably windows based panel

alpine goblet
mossy sail
#

has anyone had the issue where they load their misson onto a dedicated server its all working fine but you cannot login into admin tools via #login ??

#

ive made multiple scenarios to test, if its vanilla works fine, other peoples maps fine, but if i am uploading a custom scenario i have made it loads and runs fine but wont allow me to login to admin tools...

lyric mortar
#

global chat channel disabled?

mossy sail
#

where would i find such an entity to turn off?

lyric mortar
#

can be done via description.ext or scripting (disableChannels)

mossy sail
#

twas my learning curve, i wasnt aware you needed to place a MPchatentity into the world scenario for it to work, have done and its rectified that issue i was having for anyone in the future,

simple sparrow
#

How can I set a preset loadout and make arsenal same for both sides in my arma reforger server

dull linden
faint oriole
#

is there any way to download directly from steam's cdn instead of using steamcmd?

faint oriole
#

huh

#

so there's no way to just make a request with python or something? just gotta use another library that valve(?) made?

faint oriole
silver plover
#

Interacting with the steam cdn is not trivial, thereโ€™s a lot of hoops

faint oriole
#

interesting

#

ok

#

thank you - i'll look into the depot downloader for now.. does it have more success than steamcmd?

silver plover
#

yes, until steam makes changes to their APIs

wintry sinew
#

Or a file is removed from remote, it does not remove it locally.

#

And you get rate limited pretty soon

silver plover
wintry sinew
silver plover
#

our arma3sync management tool deletes removed pbos and bisign files

wintry sinew
#

Does your tool do it, or depot downloader?

silver plover
#

our tool ๐Ÿ˜›

wintry sinew
#

Well, duh aviator
Depot downloader doesn't kekwait

silver plover
#

remember that it's super strict about paths, the old depot manifest file must be present for it to work

#

just like with steamcmd

wintry sinew
#

Paths are always same

#

I even don't touch the original folder at all, everything is symlinked from there

stray latch
#

hello yall, i am currently building yet another Arma 3 server administration tool.

is there any way to classify mod types?

for example:

  • "CBA_A3", "ACE", "RHS" is Server & Client Side
  • "Blastcore", "Enhanced Soundscape" is Client Side
  • "LAMBS_Danger" or "Liability Insurance" is Server Side

i noticed there is no metadata in the mod.cpp or meta.cpp

is there any way of automating the classification of the mods?

wintry sinew
stray latch
# wintry sinew Theres no way for auto detection.

ok, so one possibility would be:

  • a mod type mapping file like .json or .csv filled with well known mods allready pre-mapped to its type, for example:
    modId: 450814997, modType: 1, modId: 1858075458, modType: 2
  • parsing all pbo folders and its files in the mod folder to hope for indicators like isServer.
wintry sinew
# stray latch ok, so one possibility would be: - a mod type mapping file like `.json` or `.csv...

You could just have a curated mapping, for sure.
But, now...
If you have a server + client mod, you need to load it on server, add the key to keys folder
If you have a client mod, you only need to add the key to keys folder. HOWEVER if you want to enforce the usage, like for blastcore for PvP scenarios, you need to also load it.
If you have a server only mod, like ocap, stats and db, that's loaded with -servermod.

Instead of having a curated mapping, let the admin jist click a checkbox. Saves you and everyone really time

#

Especially the client only mods make it complicated.
I would say don't automate what doesn't need automating

stray latch
#

well, i should of course add a opt-in toggle for auto mod and .bikey sorting, i havent considered that, thanks.
also ill add toggles for enforced mod usage

ive always left client side only mods up to the players since its really only cosmetics and fx since not everybody has a great PC.

currently i can import a mod list .HTML or input a mod link from the Workshop, it will parse it and get the mod id for SteamCMD to download it.
auto updating mods works well too.

start, stop, restart, live server logs view, BattlEye RCON integration, Discord integration for webhook and bot, Headless client creation.

thank you for the feedback though that helps alot ๐Ÿ˜„

silver plover
#

You could also get the tags from steam workshop but that wonโ€™t help with deciding type of mod since many mods are incorrectly tagged

frigid haven
#

how to get arma 3 game version ( currently 2.18.152405 ) via steam, steam api or some other way?

jovial narwhal
#

Thats just the normal game version?
What do you mean "how" ?

#

you mean you want to read out, whats currently installed?
Windows or linux?

silver plover
frigid haven
jovial narwhal
#

linux is the more annoying one

#

strings arma3server_x64_profiling_218_152706_v25 | grep "Arma 3 Console version"

frigid haven
#

probably need to clarify
looking for a way to get latest release version to compare with current installed version, compare it, and if latest release version is higher, update current installed to latest

#

I can deal with current installed, and updating part, just searching for way to get source for latest released version

#

going to research steam web api, steam cmd probably

jovial narwhal
#

steamDB would tell you when the depot was last updated

#

which would tell you the time of when the last update was, but not what version was inside it

silver plover
#

you can check if the steam depots manifest have changed

hybrid meadow
#

@frigid haven look at the file checksum in the manifest and compare to what's on the filesystem, or use steamcmd app_update without validate

fading hound
#

Does anyone have a tool to track attendance on a server? (keep track of when somone joins the server, how long they're on etc.)

jovial narwhal
#

I dont but shouldnt be hard use some regular expressions on the log file and a database and done..

simple sparrow
#

How do I enable the Admin Tools within Game Master after logging in ?

wintry sinew
arctic bronze
#

Not sure if this is the right channel but has anyone tried running DRO or DCO on their server and got it to work. I dont know what Im doing wrong but it just keeps saying creating servers menu.

hybrid meadow
arctic bronze
hybrid meadow
#

there's an ace fork in the workshop

#

also this is the wrong channel, this is for server tools

arctic bronze
hybrid meadow
amber condor
#

@fading hound you could use ArmaNet and setup an SQL database on your server. In your mission, pass whatever data you need to the server, then have the server pass the data into the SQL database. Then you could setup a simple webpage on your server to view the SQL database. Doing this you would need to know PHP, CSS, HTML, SQL, and SQF. It would be a lot of work but would be very nice and pretty.

frigid haven
#

what happen with Arma 3 Tools\Audio\WSSDecoder.exe ? there is only GUI exe now

jovial narwhal
frigid haven
# jovial narwhal Wss encoder can decode now

can't seem to identify encoder you speak of

to extend further
I was using wssdecoder to quickly decode and preview existing wss sounds

// shell:sendto wss2waw.bat
for %%i in (%*) do "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Audio\WSSDecoder.exe" %%i

but now exe is gone

frigid haven
# jovial narwhal "WAVToWSS.exe"

is there an argument to use to "decode" ?
I see only options

Arguments used:
Usage:  WaveToSSS <options> <source> [<destination>]
Options:-d8 8b deltapack
        -d4 4b deltapack (voice)
        -r8000 resample to 8kHz (or other value specified)
        -q10 resample quality (the width of Hann window applied)
        -play play the sound instead converting it
        -convert convert the wss file instead of playing it
        -stereo enable stereo samples encoding
jovial narwhal
#

You give it a wss as source, and it will decode

simple sparrow
#

extDB bro ^^

clear eagle
#

We have a tool that links into our AAR system that does that

#

But it's not really in a state we could release it

#

If anyone is interested, there's now a public Intercept channel on the ace3public slack for contributors, potential intercept users and anyone else interested, https://ace3public.slack.com

trail wagon
#

Does anyone know how to make a self hosted steam server crossplay? Or is it crossplay by default and I have PC only mods installed

trail wagon
#

Thank you๐Ÿ™

upbeat sonnet
#

Yo, I need a bit of scripting help.

I have a working elevator system with a blackout to simulate travel time which is all clientside, however I'd also like it to play a sound clientside. The sound is already in the game, no need to put it in externally, but I am unsure how to make it play locally so only the person initiating the command will hear it.
Desired end result is the player pressing on the "elevator", screen goes black, sound plays, they're teleported and screen fades back in again.

upbeat sonnet
winged mist
#

Is there a need or want for a self hosted version battlemetrics type system?

#

Works on both desktop and mobile

lilac junco
winged mist
#

Speak to David and mario, they have access already

#

i can hook you up too if you want to check it out

#

or if its just info ask away. Its basically supposed to do everything that battlemetrics does and not charge you $30 to do so

jovial narwhal
#

Didn't even know battlemetrics does anything that you can pay for

zinc glacier
#

used to have BM flags and triggers set up to send webhook alerts to our discord whenever someone on our watchlist joined/left, but now we just use it for scheduled restarts and messages

(though iirc we're not paying a subscription from them directly, our GS provider offers BM RCON as a $4/month addon which is limited to that server)

winged mist
#

they cap your logs etc

#

not that ive ever used them nor will i ever use them.

lyric mortar
#

@winged mist is this for one/few servers, or do you query, or even cache, the data for all server?

asking due to our EMM project / out of interest about your scope and approach. thanks!

winged mist
#

its not going to scrape or pull data from servers you've not added

#

i have no interest in adding in a battlemetrics style leaderboard

lyric mortar
#

basically we didnt do (persistent) stats either (only to a very limited degree post SPE release) - would have nice as free service but out of our scope (too)

so you query "only" the servers one adds directly - not via steam backend, right?

silver plover
#

that's using rcon no?

#

so you'd need credentials to auth with the be rcon service

winged mist
#

well it has stats for only the servers you've added. Im tempted to do steam queries but again only for the servers you've added

neat gorge
winged mist
winged mist
#

@left moat

winged mist
#

Its a way of testing the BERcon without needing to spin up an arma server with clients connected etc. this will emulate it

hard sparrow
winged mist
hard sparrow
#

ah ok any time frame??

#

or are you still in alpha phase?

winged mist
#

im still in the "just me" phase running it.

#

i probs could fix the license server just to make sure people dont just take it and run the alpha build and never come back and let people test it

hard sparrow
#

ok nice

#

be nice to see some further updates

winged mist
#

Ok, so, i might be in a position now to allow people to use it

winged mist
#

ok, so while i work on a method to distribution for the backend and frontend i've made some big changes and i can host it for you guys. Everything is organization based. you register an org and invite your team members in.
As soon as you're in i'd change to dark mode / theme as that works best. I havent really worked on the light modea as much and need to sort out alot on the ui side. Everything should be usable so this should be a good stress test too

The sites main page is also a glimpse of what else i'm working on with some place holder assests.
https://armaadmin.co.uk/

boreal edge
winged mist
#

I do have my own discord that can be used but dont have the link in here

#

Dm me for now

simple warren
#

@clear eagle where?

#

wait

#

intercept isn't the AAR tool is it

jovial narwhal
#

no its not

simple warren
#

damn.. I'd really like a decent AAR tool that'd work on Linux

restive lion
#

where would the AAR tool playback?

#

on the web or ingame?

simple warren
#

web

#

@restive lion ^

restive lion
#

@simple warren our AAR runs on linux or windows, it loops in game. Not ideal but not seen much perf impact as it uses buffers before sending to db http://l.5rifles.com/x

#

if you want a way of logging data platform independant

azure crag
#

@restive lion That is very nice.

#

That wally guy is incredible lucky

#

like 4 missiles fired at him

restive lion
#

haha yer, there was a lot of AA that mission!

simple warren
#

@restive lion is this open source?

#

it's amazing

restive lion
#

not at the moment, we are considering it for sure, but it's under a heavy state of development atm as we are adding new events to track every week

#

so once it's matures I'd definitely like to give back

bright cradle
#

I've been working on a server side mod/logger if anyone wants to try it out: www.athenamod.com/download/20160318_Server.zip. It's a beta and still in testing but basically, it runs a series of series of scripts that export data to memory. It also runs a socket server in a different thread that once it receives data from arma, it pushes it to the logger utility which collects it and stores batches of 'frames' in .json files. Once the mission is done, the logger zips the json files and stores them in another folder. Again, beta and still in testing but if anyone wants to use it collect mission data (units, groups, vehicles, markers), feel free to use w/ whatever tool you may be working on.

bright cradle
#

Oh, forgot to mention, it's intended for use w/ AAR solutions

simple warren
#

@restive lion RE: the AAR tool, is there a way to step through frame by frame or realtime?

#

so you can show where something went wrong

restive lion
#

@simple warren yer definitely could. You can change the speed from 10x 30x 60x currently but nothing stopping that being extended

#

10x seems slow enough to see everything that goes on (based on the frequency of event logging)

#

5 second infantry, 1 second air

simple warren
#

oh, so it logs once every few seconds?

#

i was expecting an event based system

restive lion
#

Firing a "foot moved forward" "player moved 1degree to the right"? That would be pretty heavy!

simple warren
#

yeah it would thinking about it

dark vector
simple sparrow
#

@restive lion That tool is amazing, I wish we could have that for our server!

wary isle
#

Neat. Have to check it out

visual quiver
#

Hey guys. Did BEC just stopped working?

tribal lava
#

you need to change port in BEC

visual quiver
#

What is the correct syntax for the battleye config. I mean the new port and ip settings.

#

@tribal lava

#

To be honest, whatever I try, bec doesn't join, nor Rcon

#

and of course, no documentation whatsoever

urban coral
#

@visual quiver Could you upload an Example Difficulty Profile?

visual quiver
#

Just posted here today

urban coral
#

Strange, we added it -> "Nope, i am Arma, i refuse to work"

visual quiver
#

Did you change the difficulty setting in the mission rotation as well?

urban coral
#

Yeah

visual quiver
#

weird... haven't tried on our dedi server, but on my local one it worked

#

I'm more engaged with this battleye shenanigans

#

I hate updates

urban coral
#

We are currently simulatinously testing on 2 Dedis.
Yeah, also not works for us.

celest rapids
#

One of our team figured it out... regarding the difficulty.

#

Example:

#

class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
Armor=0;
FriendlyTag=1;
EnemyTag=0;
HUD=1;
HUDPerm=0;
HUDWp=1;
HUDWpPerm=1;
WeaponCursor=0;
AutoAim=0;
AutoGuideAT=0;
3rdPersonView=1;
Map=0;
Tracers=1;
AutoSpot=0;
UltraAI=0;
DeathMessages=1;
NetStats=0;
VonID=1;
};
aiLevelPreset=3;
};
class CustomAILevel
{
skillAI=0.5;
precisionAI=0.40000001;
};
};
and difficulty = "Custom"; in the server cfg

urban coral
#

Exactly the same, as i made it. Didn't worked for me. Testing again

manic star
#

@tribal lava changing the port# for rcon doesnt fix it either

urban coral
#

@celest rapids Does NOT work for me

tribal lava
#

Doesn't work for me either

urban coral
#

Copy pasted it to my Profile -> Started server -> Nope.

#

Also: Wasnt "3rdPersonView" changed to "thirdPersonView"

visual quiver
#

Really? :S

celest rapids
#

Odd it's working for us

urban coral
#

Strange things going on

visual quiver
#

yes

#

thirdPersonView

#

try with that

urban coral
#

@celest rapids Do you rly load the Custom Setting?

#

@visual quiver Doesn't work. Just started with it

visual quiver
#

๐Ÿ˜ฆ We haven't tested yet, as we still try to figure out the Battleye stuff

celest rapids
#

I'll check with my Russian admin

#

he seems to have it working

urban coral
#

MP-Lobby -> single click on your Server -> Whats the Difficulty shown on the bottom Left corner?

celest rapids
#

Pass, at the office atm

#

Find RU servers

#

check those

#

apparently its working on those

#

According to my Russian partner

#

oh wait he has test server up - sorry.

urban coral
#

You got Regular running

#

๐Ÿ˜„

celest rapids
#

85.159.44.49:2322 - test server, pass 101

#

Try that

urban coral
#

Custom Difficutly... hmm

celest rapids
#

Ye, otherwise it doesn't seem to "apply"

#

3rdPersonView=1;
WeaponCursor=0;

urban coral
#

connecting

old yacht
#

So difficulty settings are causing this?

urban coral
#

(just had to disable 2017 first^^)

celest rapids
#

xD

old yacht
#

xD

celest rapids
#

Oh thats you:P

steady latch
#

it should be weaponCrosshair and thirdPersonView

celest rapids
#

Well... its working

#

It probably should be now - however those new values aren't working.

urban coral
#

"
3rdPersonView=1;
WeaponCursor=0;
"
Nope

#

No 3rd Person for me

steady latch
#

you have 3 standard difficulties which you can't modify anymore (changes won't be 'saved') and you have new custom one that looks like this:

{
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=2;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=1;
            waypoints=2;
            weaponInfo=2;
            stanceIndicator=2;
            reducedDamage=1;
            staminaBar=1;
            weaponCrosshair=1;
            visionAid=0;
            thirdPersonView=1;
            cameraShake=0;
            scoreTable=0;
            deathMessages=0;
            vonID=1;
            mapContent=0;
            autoReport=0;
            multipleSaves=0;
        };
        aiLevelPreset=3;
    };
    class CustomAILevel
    {
        skillAI=0.75;
        precisionAI=0.2;
    };
};```
You can modify this one and then set it with `difficulty="Custom";`
celest rapids
#

FacePalm

steady latch
#

I think.... yes, tested and it works

celest rapids
#

@digital mulch here

#

He's the one who has been testing this