#server_tools
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https://github.com/OCAP2/OCAP can do a lot of tracking (unit/vehicle movements, kills, etc.)
And it should be possible to add more events to it as well
Thanks for the fast response i go and have a look thank you
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
server usually doesn't restart while rotating between missions, and it would have to restart to change loaded mods
Does anyone use a game panel like Wisp or Pterodactyl with their arma 3 server?
I use Pterodactyl
very handy
prob wrong channel but what a good user friendly mod uploader for my server prefer it to be free
mod uploader?
@deep thistleinstall SteamCMD on your server
is it possible to block post-processing effects from "GeForce Experience" and "Radeon Pro"?
Is there a way to blacklist mods without using the full key and signature checking?
i've seen people checking for existence of some mod-specific class in initPlayerLocal.sqf, displaying the warning and executing endMission if it's present ๐คทโโ๏ธ
That's smart....
I mean, you can just change the class name and repack the pbo
and get screwed by the signature ๐คทโโ๏ธ
unless you have a private key for any pubkey accepted by the server at which point nothing should bother you :3
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?
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!
You can make a native extension for that
Hi,
i looked into your GitHub. Btw, Arma 3 is NOT an abbreviation for "Armed Assault".
Official Names in the "Arma" Franchise:
- Arma: Cold War Assault (formerly: Operation Flashpoint)
- Arma: Armed Assault (abbreviation: "ArmA")
- Arma 2
- Arma 3
- Arma Reforger
Thanks, I'll change that ASAP!
Good to know, I'll look into that. Apart from this, I found an already existing Prometheus Exporter from "Gruppe Adler", I'll try to get this up and running first (https://github.com/gruppe-adler/grad_prism)
note that intercept for linux is a bit WIP
I'll try to get an upstreamable version of what I'm running out there
. It's been perfectly stable for me for the last ~8mo with one exception when the compiler used for the game binaries changed
But just FYI - that PR is most certainly out of date right now, especially with the loader.cpp changes
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 ๐
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?
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 isnโt a lot so I imagine that would be fine
yeah, we are looking at 2vram, 8gb, and 80ssd storage
should be fine to start with ig
my server has no graphics card so it should be fine with 2gb of vram lol
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 ๐
Hello everyone i Need a Help with, anyone somebudy know how a Create Warfare Mission?
You will need to move your question over to #arma3_scenario
And add more details on what you mean by warfare mission
Ok Thank
anything about and for those great Server-side tools we admins needs so much ;)
Hey
Is there a ratelimit for arma3 steam query ports?
how often per min can i send a request
I think this steam handled, i accidentaly send like a burst of 1000 request and nothing happend lol. soโฆ 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
Yes steam handles that
can somebody refer me a good / simple arma3server restart script for linux root servers ?
only just saw this now, thanks. Also you pinged the wrong Aero lmao
lol sorry other aero ๐
you can try this, but i found it left a fuck ton of the php processes running https://github.com/deannreid/BattlEye-RCON-Control-PHP/
Damn there's not a third aero or I'd do the thing as well.
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
Got a link to that test?
AFAIK there is no way but I'm happy to be proven wrong.
im not sure if was a test or a "simulation" of some sort
Probably somewhere in #perf_prof_branch all I remember tho is FPS comparisons.
I dont know of such a thing
it was something you did, so probably i miss undertund what it really was ๐ฆ
@tepid patrol i found the message i read.
it was something else 
#perf_prof_branch message
ah that was simulated yes.
I just put a for loop and re-ran the code for one player, 80 times
:sad:
that would be so useful, simulating 80 players without actually having to find 80 people ๐
add 80 headless clients with one or more AIs on them? ๐
Hmmm, gonna need to up my server budget ๐
is it cool if i ask for help with my dedi server in this channel?
I'm new to having my own server and I'm having trouble figuring out how to make my server load my mods.
can anyone help?
you don't have to run them all on the same machine ๐
probably better in #server_admins or #server_windows depending on your OS
yeah but even then I'm gonna need quite a bit of RAM ๐
320GB ish
you might get away with 128GB, but that's pushing it
1.6 GB per HC? yeah... ๐
thanks
there is some kind of service you can rent a bunch of servers for a few hours only?
also if headless clients works as clients, you can ask a few friends, with 16gb of ram you can run up to 8HC in one machine right?
yes, "the cloud". yes, anyone.
ill do a python script then and destroy some friends pc lol
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?
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.
Thank you for replying. What's the name of the countdown's function, I have not spotted it in the server parameters file?
should have been obvious to me but it did not - even with the wiki. Thank you very much. ๐
Can someone help me setup EZM
Forever, are you familiar with Linux scripting at all? You can make a very simple one that will always work in like...3 lines.
That was a few days ago and they may never come back so... never mind
hah good point, could always make an init script too, easy enough to do.
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)
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)
I know that i can alway "Kill" a server.... but i dont know if it is GOOD for the "savegame" of my mission
I assume that a kill is enough, but it depends on how arma/the mission handle it. Guess you could test it.
Just released update 1.0.0.4 of the EPM RCon for anyone that uses it
your mission "savegame " @wanton oyster
Anyone know of any good ARR tools out there?
ALiVE with warroom integration has AAR, Spotrep, Sitrep and unit tracking
Looking to use an AAR with TvT, never really thought to use ALiVE with that. I can give it a go
@simple sparrow ive seen that some time ago: http://replay.bystolen.ru/replay/?name=T4.2015-10-18-19-18-17.TSG@175_k_blackgold_v7.Takistan.pbo.7z&arma=3#
@simple sparrow I also wrote a replay tool - it doesnt do stats though. looks like this: http://maps.gruppe-adler.de/#/missions/1445891405422
in case there's a reason for you not to use alive
@willow shuttle sup, does it preform well now?
My group is looking for a AAR tool.
Very possible we can help out with code work too.
what do you mean with AAR?
AFTER ACTION REPORT really.
@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)
Sad :(, if there was more data on what needs to be done i'd be willing to help
Lack of open source AAR tools suck.
@azure crag for the frontend, a progress bar is the most requested feature. also, the js code is a jumble mess. have a look here: https://github.com/gruppe-adler/ar3play-web/
another thing would be stats like who killed whom.
I'l look into it after i get this next release of swifty out
Gotta get that Pbo inspection shit going.
so, swifty will know which files within a PBO have changed, and update only those? i thought it already did delta updates?
@willow shuttle That is an interesting tool you have there..
@willow shuttle Gotta go deeper man
Pbo have timstamps and stuff so lots of wasted data
RHS 0.3.8 -> 0.3.9.1
333.59900 mb patch needed
With my DPI.
Full size is some 2.6 gb
ah. i never looked into the structure of PBOs. I'll just arrogantly assume they're like zip or gzip files, with added retardedness
actually they're not even always compressed, right?
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!
Thats a whole other thing
Decompressing models while streaming content -> tad harder.
@clear eagle https://github.com/Verox-/aar <--is that a private repo, or did I get a wrong link from aar.unitedoperations.net ?
private repo
๐ฟ give me the codez โฆ oh well, i'll have to continue building my own stuff
FusselWurm good luck in your ventures
@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
@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
The extension is in c# as well, so it should be pick up and go for you
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
@clear eagle I'm all for uniting efforts, atm there's like five different solutions out there trying to do essentially the same thing.
as you mention c# - does that mean it cant do linux servers atm ?
You could compile the plugin with mono I suppose
That'd probably work on Linux, my long-term goal is to rewrite in c++ anyway
so there's no dependency on windows APIs
All the extension does is take data, queue and put into a file
sounds reasonable. the downside is that you'll force clients to download everything at once
Yes that's the main problem right now
and i guess you get replays of 100MB or so of data
if theres like 200 units playing for a few hours
The bigger ones are 100MB, they're gzipped and unzipped in the browser though so the real download is only about <10MB
still a lot of data to hold :/
There's a huge downside to that though, it crashes the javascript engine in chrome when you try to use the bigger replays
Firefox and Edge don't have this problem bizzarely
on a positive note: i noticed that leaflet seems very performant. :)
Yeah, leaflet is great, super lightweight and very extensible
I actually just posted on your GitHub about the rotating marker plugin that you'd need
whee :)
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.
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
Don't want to have to deal with 1000 server admins being pissed at me because I crashed their servers
You can use my code in yours if you want though
@clear eagle I'd be happy to help in the near future.
Want an invite to the git @azure crag?
Please!
@clear eagle of course I wont release your stuff. gimme invite :)
oO now I can see the repo, but it seems to be empty ๐
ah, right. thanks :)
@SIM mod passes information to the extension, when then passes information to a daemon which then sends data to a webserver, remote or local.
It's a bit convoluted, the daemon is there because I was going to do it a slightly different way originally
@clear eagle -> https://github.com/headswe
Already added you @azure crag
Ah cool.
Thanks
I will def throw in some brainpower after i released the next swifty update.
Async loading of the replay file would be the best thing to get done
I'm almost embarrased to admit but I took a small shortcut in making the first version
It embeds the entire replay file, a gzip file base64 encoded as a string, directly into the web-page
I'll be extremely sad if fixing that particular problem solves all the crashing issues
everybody shortcuts their way to a prototype. nothing to be ashamed of, normal part of the development process.
unless you know exactly where you want to go and how to achieve it
I kinda wish the PHP part was node ;D.
Since there is a lot of good streaming files tools there.
As a group that uses a Linux Ptero panel (but would prefer Windows), might I ask what made you want to switch?
JS is fucking awfull as well
This is really nice tho!
btw for shots
Just take the shot time and shot direction
then just draw line infront of it.
For a bit, it works good enough.
Aye, I was just writing a post on that issue about that
It works brilliantly in a 3D enviroment
But when you put these shots in a 2D enviroment it starts to get SUPER confusng with the infinite lines
It might be the only way though
for now, until the arma gods answer us
mhm, it'd certainly work, at least until some method of getting exact bullets was created
Logs not keeping (inconsistently) is the main reason. Weโve had a number of Linux guruโs take a look with no luck.
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.
Were you using the perf branch?
No, regular release branch
@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
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.
I think V8 has a hard limit of 1.5GB or something.
How did you glue it together in the filesystem bux? It doesn't have access to it
@clear eagle Afaik chrome has a filesystem api
Could be possible in IndexedDB but I had chrome as a Dev platform so Filesystem API was my tool of choice
Here's my first implementation (2 yrs old): https://github.com/bux578/chunkload.js/blob/master/chunkload.ts
Long time ago but adding a reasoning. That is not the fault of faster but the underlying use of steamcmd. It appears when your server has high bandwidth and gets overloaded while downloading. Steam is heavily compressing workshop items and it results in corrupted files if the server cannot keep up.
http://www.exilemod.com/topic/7038-battleye-filters-tool/
Public test version 0.8 is out
@clear eagle - PM me if you are in need of some javascript caching / C# assistance when you get the chance. thx
What is the currently best RCON tool for managing ARMA 3 servers?
I always used dart, but the guy i model for using something else
@nova dock EPMRcon is doing its job pretty fine.
okay, can you send me the latest link version?
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...
thanks.
thats one version out of date because im lazy but you'll get an option to update when you run
btw. good job on that ;)
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
and the timeout actually works as intended now
Does nobody release open-source anymore? : (
I refuse to release swifty because i know every damm community will just use the base code to crate hier own launcher
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
That's true I suppose, I personally just enjoy looking at the code seeing what other people do differently
Best way to learn
Also, wouldn't you be able to extract cdn endpoints from the compiled code?
yea you could decompile it and get most of the info tbh
It's digustly common.
Just look and how much code you can find from F3 ( that i worked on too) in other peoples "selfmade" frameworks
F3?
Tho that one is opensource, only get whiney about it when they claim they make it themself
ah a mission framework
Quite a few people use it then pretend they don't xD
people could atleast give credit
but they don't
another reason why my things stay closed source
tbh 90% of the time people don't give credit is kids who are just starting coding and want to look "good"
The remaining 10% are adults who wish they were "good"
@clear eagle for streamable files we could setup a php api endpoint that takes replayid + frame (maybe grab some extra while they are)
Completly switching subject like a baws
:S
It solved the crashing on chrome problem
Turns out the gzip decompressor i'm using is "liberal" on memory management
:D
Oh php how i not missed ya.
Thats great man, wish i could release more time to help out.
verox what lanuage you using?
c# has built in support for unzipping
c# doesn't need to unzip, that just does the compressing server side
Once it's started getting into the user it's PHP and JS
C# default zipping and shit is crap tho
its not that bad tbh
better ^^
we used to use it instead of the 7zip lib because i couldnt be arsed shipping 1 untidy dll
but that was also when i made the mistake of trying to force people to download a 4GB + Zip in one go
with pausing
so we quickly moved away from that method and went with delta patching
also had fun trying to get the async file download to work with a progress bar
How did you do the delta patching?
Webclient + progressbar == ARWAAAAAAAAAG
Well i had issue with mostly i was downloading too fast for .Net to hang along
so i had to write a objectpool of progressbars or else it would choke ;D
efficiency
for the delta patching we had a hash of all files on the server, client then hashes its files and then compares the two
any differences the files would be redownloaded from the server to the client
The entire file?
Ahh that's not REALLY delta patching D:
Indeed.
Nor do swifty have proper delta patching
It devided the files into chunks
then compared chunks hashes
and only downloaded chunks.
But ofcourse really violtile and dosent work half the time ;)
Part of the reason why i started investigateing PBO patching.
Delta patching for binary files (as used in arma, anyway) might not be worth the effort put into developing tbh
PBO + delta patchin = useless
PBO patching, on the other hand, is entirely useful
Indeed it is.
RHS 0.3.8 -> 0.3.9.1
333.59900 mb patch needed
That would be a full redownload otherwise ;)
well the way we do it is more than enough for whats needed.
if in your above example only 4 files changed
then only those 4 files need to be downloaded
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
Cortez, but the biggest sized stuff is pbos
Pbos always change even when you recompile them
Unless you recompile with mikeros tool and no timestamps flag
Well aslong as you use the no timestamps it would be fine
Otherwise you quickly notice that all files are diffrent sicne one timestamp off means checksum is no longer vaild etc
I need to go find some drugs
and as for downloading the files, yes it was webclient and downloadfileasync
with progress bar
anyone know why i cant enable scripts on my server
its a dedicated server that i am hosting from my other pc using faster and cant use any scripts
got mods loaded and custom missions working but cant use my full arsenal etc
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?
Will glad to ur respond
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.
But its possible with an extension or logging.
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
Yea, just make sure you exclude already posted stuff. Else it will repeat stuff.
Yeah, what Dahlgren said. I recently wrote an Arma extension that sends relevant in-game data to a database and a Discord bot that retrieved the data from the database, allowing us to show mission data in (basically) real-time on Discord.
you could also just run a discord bot as part of the arma extension ๐
Yeah, it would be handy as well. We wanted/needed to have the database anyways though, so I thought that it would make sense to separate the two just in case. No idea if it made any sense though ๐
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
It actually just polls it "dumbly" for changes (for now at least as the development of the project is on hold while I'm looking for a server host for the whole setup). It's not the most elegant solution, but works at least ๐
How do I make an arma 3 dedicated server with Antistasi on it? Tried making the server but failed horribly.
The same way you set up a regular Arma 3 server, just with Antistasi as mod added to startup parameter
If i have questions regarding a server setup, can I ask my question here?
If is related to a tool, you can, but if is a general one try #server_windows or #server_linux depending on your system
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
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
Lambs doesn't deal with ai other then how they think iirc
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?
Dahlgren and X39 linked some in #server_linux recently
Donkeyshame. Will take a look there
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.
You can use FASTER to run multiple servers, as for batch files check the FASTER FAQ, explained there ๐
the server will use a range of ports and not just one, you can find the list of incoming ports at https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server#Port_Forwarding
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
test things as in test your missions while you make them? just turn off battleeye and hit the play button a second time. you can run multiple instances of the game and join itself
No
I am running a dedicated server with HC locally
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
yup i have a similar issue but with CG-NAT. the answer is, you can't with just IPv6. You have to use a VPN that has IPv6 to IPv4 conversion. Most games including Arma only use IPv4 STILL and ISPs have created a nightmare for self hosting.
our hands are tied
Lanparty tool didn't event need admin permissions :/
try zerotier
And hamachi is simple but sniffs your local traffic
ngrok would be nice if they had UDP, but alas, only TCP.
Requires an account, doesn't it
its one of those, everyone has to have it. i don't think you need an account as a client though
Sigh
I wonder if I could just VPN to my vps and reroute all traffic on certain ports
i actually just bit the bullet and bought a dedi for 5 bucks a month since I moved to a new apartment
And due the same for the outbound traffic on my pc
I need the performance of my pc.
Unfortunately
Could rent a dedicated too but to expensive for the few times I run it
by bought, i mean rented. not the full server though, just the node
Ik, but the cheap dealers performance is crap
And a good dedicated costs 50โฌ/m
It is for testing stuff and doing it local is much faster for me than having to migrate and copy stuff over
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.
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
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.
maybe one of those would work for you @wraith wing ?
I believe they still work?
Nope
Am also interested. I had nothing since Tunngle was a thing
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
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 ๐ค
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 ๐คฃ
thats an awesome idea
i think i am gonna try that
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
๐ค
does it still work if the extension is not placed inside the main arma3 folder
i mean where does it grab the appid from
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
no
but how does the steamcode in the extension now where to look for the initialized data
thats what i was thinking
steam stores its state in its dll, which is loaded in Arma process.
You are using the same dll, same state.
Maybe don't call SteamAPI_Init, as it will already be initialized
https://github.com/gyf304/partylan/blob/main/src/steam.cpp#L17
its static build if i see correctly
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
just create a steam_appid.txt with your desired app id
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,
FASTER is probably your best choice, https://forums.bohemia.net/forums/topic/224359-foxs-arma-server-tool-extended-rewrite-faster/
Thanks @silver plover I'll check it out shortly!
tried it yesterday
works flawlessly i just joinked the appid of arma
still gonna try to add it to a simple extension
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?
steamcmd can download mods from steam workshop
From what I understand, they will still have to keep track off all the updates. Is there nothing more automated?
Thereโs a couple of community tools which provides more automation, most are on GitHub
One example would be https://github.com/fugasjunior/arma-server-manager
Thanks! is there an easier way to find them? Like a list or smth?
If youโre on a Windows VM, use FASTER

Whats the problem with it?
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
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.
Thereโs https://github.com/BrettMayson/Arma3Server which includes optional mods management and config generation. It can update all mods in your HTML upon (re)start
Yep, with a planned restart every day.
Hi I'm tryying to make this work. Do I already have to have Arma 3 server installed in order for this tool to update those files?
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.
no, it will install needed files
restart the container
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"
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
Did you ever end up releasing this @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 ๐
Before going further, I implement the support of multi-games servers
if its open souce ill be glad to ad a discord bot to it ( ill need to learn docker some day lol )
by multi-games I mean support ArmA3, Reforger and later... ^^
But it will be under WTFPL v2 @fierce rain
screenshot available here: https://drive.google.com/file/d/1YNkGjC5UxNwLLqy6pOpkR8PBQ8qFiRtH/view?usp=sharing
The tool is TvT oriented, won't be nice for long lasting public servers.
Oh shit. You're actually doing what I wanted to make for quite some time now! Nice.
(Too bad I just don't know CSS and I despise JS from the limited exposure I had)
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
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.
The only cronjob I got is daily A3Sync sync from master on my mirror. Everything else is now managed by servicies
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.
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.
absolutely.
Because fuck steam cmd and it timing out on anything bigger than 10 gigs
I know there's some C# or JS libraries that allow you to do something, but not sure if that much for steam cnds
Fel, you don't really care about those. Just as any mod update. TS3 server isn't running anything special. It's up to clients to update their TS plugin if need be
Ps: dedmen, where the update? It's been months by now since you merged
you are right, client-side, have forgotten.
I stopped playing A3 7y ago, need some refresh lol
Must be nice. I hope to achieve that one day too
I jumped into airsoft milsim instead, not a good move, trust me ^^
Heh, for me it was Airsoft first, then a bit of milsim, then PvP.
God how I hate the top milsim groups where you have to call them sir and you can't anything.
Now I just see PvE and I am angry. Pure large scale PvP is the only thing I can plan now in Arma
Rollback, I will have a dedicated launcher for Reforger, cause all the tabs about missions/mods and so on are A3 specific.
I am looking for information about recorders, like OCAP, which one to choose, pros&cons, and so on. Any link/advise ?
Are there others than OCAP?
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....
I have just discovered DepotDownloader, it looks to replace steamcmd to DL A3 server + workshop mods, right? Isn't it the ideal solution?
'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?
you can check the current state of each workshop mod in the acf file if it needs more download. if you delete the WIP download it will have to start over
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.
Fast enough... Even in gigabit some downloads of large mods fail and you just have to start steamcmd like 20 times for it to finish. It's really unfortunate design
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.
It looks like the limit is 25GB
It's a timeout limit that steamcmd has
if it is downloading one item for XY amount of time, it will fail
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```
almost like it does not count the download as active connection and a timeout is running
exactly what I said
nice.
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
thks
I was deleting the downloads folder to avoid issues, but not a good idea though
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
What about DepotDownloader?
Does it fix these issues?
never used it, but I think this is what I am talking about
testing it...
I am not sure how usable it is on Linux though
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.
looks very good.
Time to write a Go one 
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.
It's simple. The test server is for other people to test their mods, especially since we support both workshop and A3Sync.
Next it runs the missions, people are stupid and don't want to download PBOs, unpbo it and open it in editor. They way preffer to just join a server and see the mission.
The test server runs the same mods as the game server, just runs 24/7.
We play once every month and something.
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.
For you it's 48H, for us ti's a month 
I am just saying that a 24/7 server is also something that we use even when we are pure TvT
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....
It is different from a single mission running server.
In TvT we nee one unique mission run
it's single mission, people can vote themself admin and change it
we play two mission per event
same modssets
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
Sure.
also server side mods are a good idea
like ocap, stats
whatever you do
those are however not on workshop and are sideloaded
sure, OCAP feature is my next addition.
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
I let you share the tools with me
to know if it is better to add as a feature, or not.
What is Leopard?
just saying stuff that I do/need
sure but interesting
a guy, Leopard20, made ADT mod
So by adding this key, we make the mod optional
same for others, like blascore etc, depends
is this server-side??
nope, client side
ah so you dont mind
thus the need for a key from a mod that is not loaded by server
the best way to go: create a workshop item containing it.
then managed as any standard mod.
Not the best way imo
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
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
they might varry
one event you want better inventory optional
one you don't want it
one you want it required
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.
hmmm, guess we have a different idea of what it could look like unfortunately
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
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
is your frontend not web based?
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.
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)
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
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.
you need steam web api key for oath
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
@remote umbra tried https://github.com/BytexDigital/SteamCLI yet?
any diff to expect from DepotDownloader?
ocap doesn't do any Auth what so ever
they actually have thier own PHP based server manager
used to have access to it long time ago
the stats page you linked actually uses my stats addon to get them from the game 
I was there till the end of 2023 or so, my clan then got "banned" for "lonewolfing"
it uses DepotDownloader under the hood
thanks, so let's stick with it, no need another layer ontop.
dd isn't that good for batch processing because you'll eventually get rate limited from spamming a login per action
not really, sorry but it's well known apparently, you could try to contribute to a batch processing feature of dd
might be 25 requests every 5 minutes
So, playing with steamcmd + DD for failing big ones looks to be the best compromise.
yeah good idea, do all the small ones with steamcmd and do the much fewer large ones through dd
Currently fighting against steam openId libs:
Missing required parameter in response from https://steamcommunity.com/openid/login: http://specs.openid.net/auth/2.0assoc_type not in this message
it does automatically handle timeouts/etc and ensures downloads to complete
also has useful options/parameters
like workers?
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?
yes
But TFAR still needs to be run server side too
indeed.
My point was from a hosting perspective. I guess that most of you host your TS3 server on a different box, right?
It really depends. But from the 4 PvP events I can talk about, all of them different box
yeah iirc ts3 is separate and each client is who are doing the game integration
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
Just do #monitor
Or some stats plugins also track FPS
well but they want an administrative utility outside of the game for the sake of server administration
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.
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 ๐ฆ
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
}
]
}
}
oh sick! I tried looking through the steamapi documentation and didnt find anything
hmm odd, wonder if you looked in the right place. i think that is web api not steam api itself per se
you can also use steamapi but it requires an active steam session
no, the GetPublishedFileDetails endpoint does not require any auth or tokens
oh right
@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
I did one test and it was working, but I need a docker image to pull it and use it directly.
Freshly updated: https://hub.docker.com/r/dahlgren/depotdownloader
huh
valve might've broken something or you were getting rate limited, i suggest making a pr to dd that allows for batch processing instead of logging for each operation leading to logins counting towards the rate limit
i literally said that it was fixed by the new dev update in the message
ok sorry, wonder what change it is/was
Looking at steamcmd params in https://github.com/dgibbs64/SteamCMD-Commands-List/blob/dacd7fa8a9c5b2d6eba120e79f492f5632ae10ca/steamcmd_commands.txt, can we just tune
@csecCSRequestProcessorTimeOut = "300" :
or
DepotDownloadProgressTimeout = "900" :
to remove timeout issue while using steamcmd?
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)
sure, probably
wdym?
well, sure, but also dd has its pitfalls and is the much better option to get batch processing in a possible future i hope
I let you look at the two latest screenshots #1279071484756627557 message
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.
ah thats cool actually :D
oh yeah, there isnt and its a better idea to use a copy from github actions rather than a released version which can take a while to get updated
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.
depotdownloader 2.7.2 is now officially released
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
if you don't want to write a full extension you can use Pythia and provide a short python func to write the file, it supports linux, https://github.com/overfl0/Pythia
An extension for Arma 3 that lets you write extensions in Python 3 - overfl0/Pythia
Anyone here know how to add mods to a dedicated server?
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
this is for server tooling development not #arma3_troubleshooting or #reforger_troubleshooting
My thanks
How do I change the server admin tools motd for Arma reforger
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
Are you sure it was here and not into a reforger related channel?
Depends on the system you're on and if you want to raw dog it, or use a tool that makes it easier.
well im going t make a community
millsim community
and i will have developers help me
Good luck 
is it hard?
Making a server? No
Running a community and getting people into it? Very
no the community is easy
done it before on dayZ
Then it's all easy
became pretty large
but like
setting it up
is making me confused
does hosting a server cost money?
how do i publish it
Usually, it's rare someone would rent you HW for free.
Even if you self host electricity isn't usually free.
Publish what? 
how much does it cost
said server
Depends on your needs.
If you self host, rent a box, rent s complete server. It varies from like 10โฌ a month for electricity to 250โฌ/month for beefy dedicated box.
jesus...
Servers show up in server list automatically when running. You don't publish anything
why does it take a dedicated box
why cant i host it like they do it on idk
roblox
or stuff like that
because thats not how it works?
That's a good answer
jeez
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
It doesn't, you can rent an Arma server itself from a host without the need of setting it up
ohhhh okay
my friend hosted it
any tips of where i cna do this
"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
Depends what you want.
A dedicated box? Hetzner or OVH.
An instance rent? Just Google it, never used any.
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
any suggestions on who?
...
?
Google, find some, look at prices and offers, choose
Has anyone self hosting figured out how to check mods for updates? Iโve tried a few searches in the steamcmd commands help, but it doesnโt 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 hadnโt missed anything
Nvm.. scrolled up.
Sorry to necro/ping, but is there an api endpoint list for this? Just curious what else there is
Ah sweet, thank you.
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
You might want to check out https://unitcommander.co.uk/ , but apart from it, if you can setup server yourself, Hetzner has excellent price/quality ratio. ArmaHosts is also generally recommended if you want easy setup of the server, AFAIKย their customer support is superb
Thanks so much
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...
global chat channel disabled?
where would i find such an entity to turn off?
can be done via description.ext or scripting (disableChannels)
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,
How can I set a preset loadout and make arsenal same for both sides in my arma reforger server
is there any way to download directly from steam's cdn instead of using steamcmd?
huh
so there's no way to just make a request with python or something? just gotta use another library that valve(?) made?
it says it uses "steamkit" - is that something i can interact with as well?
Itโs made by the same people, https://github.com/SteamRE/SteamKit
Interacting with the steam cdn is not trivial, thereโs a lot of hoops
For python thereโs https://github.com/ValvePython/steam/blob/master/steam/client/cdn.py
interesting
ok
thank you - i'll look into the depot downloader for now.. does it have more success than steamcmd?
yes, until steam makes changes to their APIs
Or a file is removed from remote, it does not remove it locally.
And you get rate limited pretty soon
then your implementation is flawed ๐

How is running it flawed implementation? 
our arma3sync management tool deletes removed pbos and bisign files
Does your tool do it, or depot downloader?
our tool ๐
Well, duh 
Depot downloader doesn't 
remember that it's super strict about paths, the old depot manifest file must be present for it to work
just like with steamcmd
Paths are always same
I even don't touch the original folder at all, everything is symlinked from there
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?
Theres no way for auto detection.
ok, so one possibility would be:
- a mod type mapping file like
.jsonor.csvfilled 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.
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
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 ๐
You could also get the tags from steam workshop but that wonโt help with deciding type of mod since many mods are incorrectly tagged
yep
how to get arma 3 game version ( currently 2.18.152405 ) via steam, steam api or some other way?
Thats just the normal game version?
What do you mean "how" ?
you mean you want to read out, whats currently installed?
Windows or linux?
in linux, want to use it in a github workflow for update docker image, make it automated
linux is the more annoying one
strings arma3server_x64_profiling_218_152706_v25 | grep "Arma 3 Console version"
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
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
you can check if the steam depots manifest have changed
@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
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.)
I dont but shouldnt be hard use some regular expressions on the log file and a database and done..
How do I enable the Admin Tools within Game Master after logging in ?
Probably by asking in a reforger related channel.
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.
run it unmodded/vanilla and it'll work
Can it not be run with other mods on a server
some, things like ace and severe scripted modifications break it
there's an ace fork in the workshop
also this is the wrong channel, this is for server tools
What channel would I use then?
#arma3_troubleshooting next time
@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.
what happen with Arma 3 Tools\Audio\WSSDecoder.exe ? there is only GUI exe now
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
"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
You give it a wss as source, and it will decode
Also thats #arma3_tools , not #server_tools
extDB bro ^^
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
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
I believe you want #reforger_servers
Thank you๐
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.
Firstly: #arma3_scripting
Secondly: https://community.bistudio.com/wiki/say2D has local effect
Didn't see that channel, but thank you, I'll try this.
Is there a need or want for a self hosted version battlemetrics type system?
Works on both desktop and mobile
Looks interesting, you have any more info?
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
Didn't even know battlemetrics does anything that you can pay for
indeed it does: https://www.battlemetrics.com/subscription/rcon
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)
Yea and i wouldn't be surprised if people are paying for it. Even at $4 via your GS provider is silly
they cap your logs etc
not that ive ever used them nor will i ever use them.
@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!
This is for as many servers as you have. If you have 100 servers it should be able to connect and manage 100
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
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?
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
correct
Take all my money for this, looks sweet! (unfortunately, im broke)
well lucky for you im most likey not gonna charge
@left moat
https://github.com/EPM-Cortez/FakeRconServer
For anyone that wants it
Its a way of testing the BERcon without needing to spin up an arma server with clients connected etc. this will emulate it
where does one acquire?
You dont at the moment, ive not released it
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
Ok, so, i might be in a position now to allow people to use it
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/
Awesome. Do you have some your Discord server/channel for questions about this?
I've found some issues
I do have my own discord that can be used but dont have the link in here
Dm me for now
no its not
damn.. I'd really like a decent AAR tool that'd work on Linux
@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
@restive lion That is very nice.
That wally guy is incredible lucky
like 4 missiles fired at him
haha yer, there was a lot of AA that mission!
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
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.
Oh, forgot to mention, it's intended for use w/ AAR solutions
@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
@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
Firing a "foot moved forward" "player moved 1degree to the right"? That would be pretty heavy!
yeah it would thinking about it
Small tool I made for Server live managment, it can handle
- reserved slots
- chat filters
- ban on battleye restrictions
- automated restarts and process monitoring (restart on crash)
- adjustable event handling
- messages to all players with intervals
https://forums.bistudio.com/topic/189443-server-managementrestart-tool-ars/
@restive lion That tool is amazing, I wish we could have that for our server!
Neat. Have to check it out
Hey guys. Did BEC just stopped working?
you need to change port in BEC
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
@visual quiver Could you upload an Example Difficulty Profile?
Strange, we added it -> "Nope, i am Arma, i refuse to work"
Did you change the difficulty setting in the mission rotation as well?
Yeah
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
We are currently simulatinously testing on 2 Dedis.
Yeah, also not works for us.
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
Exactly the same, as i made it. Didn't worked for me. Testing again
@tribal lava changing the port# for rcon doesnt fix it either
@celest rapids Does NOT work for me
Doesn't work for me either
Copy pasted it to my Profile -> Started server -> Nope.
Also: Wasnt "3rdPersonView" changed to "thirdPersonView"
Really? :S
Odd it's working for us
Strange things going on
@celest rapids Do you rly load the Custom Setting?
@visual quiver Doesn't work. Just started with it
๐ฆ We haven't tested yet, as we still try to figure out the Battleye stuff
MP-Lobby -> single click on your Server -> Whats the Difficulty shown on the bottom Left corner?
Pass, at the office atm
Filter WS.ARMA.SU
Find RU servers
check those
apparently its working on those
According to my Russian partner
oh wait he has test server up - sorry.
Custom Difficutly... hmm
connecting
So difficulty settings are causing this?
(just had to disable 2017 first^^)
xD
xD
Oh thats you:P
it should be weaponCrosshair and thirdPersonView
Well... its working
It probably should be now - however those new values aren't working.
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";`
FacePalm
I think.... yes, tested and it works

