#server_tools

1 messages ยท Page 2 of 1

manic star
#

I have no firewall turned on. tried 2312 as a port rcon still doesnt start in console or attempt to connect.

urban coral
#

Yeah, also reconnected -> Nope. 3rd Person not working on that Server @celest rapids

simple sparrow
#

@manic star I got Rcon working on 1 server, but not the second server running on the same box

#

I used port 2306

celest rapids
#

Those ranges are used

#

Do it -1

#

Not +

old yacht
#

@paper dune Here

manic star
#

@celest rapids you'd recommend 2301 then ?

#

before today it was 2302

celest rapids
#

Yes

#

Since they changed the BE System

#

Spoke to Dwarden about it also

manic star
#

ok trying 2301 now

winged mist
#

Not sure how you've not got rcon working ๐Ÿ˜›

manic star
#

why not help instead of laughing

winged mist
#

ping is broken though

manic star
#

maybe share your bec settings?

urban coral
#
Bohemia Interactive Forums

Page 5 of 5 - Difficulty Overhaul - posted in ARMA 3 - DEVELOPMENT BRANCH: You can add your own difficulty presets to CfgDifficultyPresets and then use them in the missions cycle in server config. Avoid using the name Custom for your classes, since this is a reserved one. Loading of own custom classes from the profile doesnt work anymore.

winged mist
#

Dont use BEC

#

i have my own program

urban coral
#

" Loading of own custom classes from the profile doesn't work anymore. "

manic star
#

share your BEServer.cfg

celest rapids
#

In the screenshot it shows what port he is using

#

But he also codes the RCON tool

#

So is just trolling

#

Tell him to shut it ๐Ÿ˜‰

winged mist
#

Bec replacement working aswell

manic star
#

2472 ?

winged mist
#

yea random port

#

i know 1-5 i think are reserved by the system

#

so dont use those

#

make sure the port you select is not in use

#

and its RConPort XXX in the BEServer.cfg

manic star
#

no need for RConIP as specified in the preupdate news?

winged mist
#

No

#

i'd assume if you don't add that in its going off the system ip given by windows

#

works on any port number you want, second server on a random 3 digit port

#

also make sure you've got firewall rules in place @manic star

urban coral
#

TCP/UDP?

winged mist
#

i "think" it might be UDP but don't quote me on that one i know one thing was UDP when i was sniffing BI Packets

urban coral
#

rgr

winged mist
#

should say BE packets*

urban coral
#

RConIP ->127.0.0.1, correct?

#

(just going through the list atm)

winged mist
#

dont add RconIP

#

leave it out

urban coral
#

Ah, okay

#

Works. adding "RconIP" was the problem.

forest tree
#

Ok i was use RConIP and it works for me, strange

winged mist
#

Are you using multiple IPS to the same machine @forest tree ?

forest tree
#

yes i do

winged mist
#

Most likely why yours works

#

and why it fails for Dscha

urban coral
#

Strange, extremly strange

winged mist
#

Makes sense though

forest tree
#

Ok i forget, this is the Arma Logic ๐Ÿ˜„

winged mist
#

he needs a way to filter ips to certain servers

#

you dont

#

as you're only on a single IP

forest tree
#

There are 3 Ways, the right way, the wrong way and the Arma way ๐Ÿ˜„

visual quiver
#

So if you use multiple IP on one system, you need to define the IP or not? ๐Ÿ˜„

manic star
#

ive tried defining and not defining and i got nothing so far

#

using RConPort now

#

and before but no luck yet

winged mist
#

and does the name of the BEServer.cfg change when you start your server?

manic star
#

the name of the file?

winged mist
#

Yes

manic star
#

not that im aware of

forest tree
#

it shoudl be lock like beserver_active_<some.magic.number>.cfg

winged mist
#

Then thats most likely your issue

visual quiver
#

I have a BEServer_active_59c6, which is pretty old

winged mist
#

As Sancron has mention it should changer to BEServer_active_RANDOMnumbers.cfg

forest tree
#

beserve_ractive_<some.magic.number>.cfg

visual quiver
#

this must be the issue?

forest tree
#

this indicates if BattlEye is using this Config

winged mist
#

no yours is right

visual quiver
#

but last modified january

#

and not up to date at all

winged mist
#

you need to change yours then?

visual quiver
#

Or delete it. Probably it will be recreated ๐Ÿ˜ƒ

winged mist
#

if you've not added in the RconPort setting in that file

#

then thats why yours is failing

manic star
#

got It. I think I was modifying the wrong BEServer.cfg that I had

#

even though one was not modified in a long time

#

Cortez what are you using for bec replacement

#

thanks for EPM btw

winged mist
#

Im using my own program

urban coral
visual quiver
#

Changed the port to 2302 in RCON, but 3000 in BEconfig and now it works ๐Ÿ˜„

#

with another instance, but with the first, it's really probably just the active config file not being up to date

simple sparrow
#

If you are hosting multiple servers on the same machine with different IP you have to define RCON Ip aswell

visual quiver
#

Thanks!

winged mist
#

it would also seem RconIP also works

visual quiver
#

and BEC also works

#

yay

simple sparrow
#

Those should be the class difficulties

visual quiver
#

Oh wait that's still 1.56 ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

winged mist
#

because Battleye are nice and i've been chatting to them

#

Updated documents for all

simple sparrow
#

@visual quiver BEC working on 1.58 aswell

manic star
#

all is working now it seems

visual quiver
#

Yes!

#

It was the beserver_active problem

manic star
#

I dont seem to have a beserver_active* file anywhere but im working

simple sparrow
#

@manic star Its just the normal file that changes name when server is running

manic star
#

Ah yes you're correct in the correct directory it is indeed changing. Best way to identify if you're changing the correct file.

#

Thanks to everyone who helped

winged mist
#

ill send you an invoice later

#

with my bill

manic star
#

as often as you update EPM you should release that BEC replacement ๐Ÿ˜ƒ

#

teehee

simple sparrow
#

Hah. Been waiting 1 year.

urban coral
#

fml...

pale saddle
#

imagine how much will break when Apex comes out

urban coral
#

WORKS:

MaxPing 200
RConIP     YourIP
RConPort YourPort```
#

Does NOT work:

MaxPing 200
RConPort YourPort
RConIP     YourIP```
pale saddle
#

gotta love formatting

urban coral
#

cool, when i add it -> It doesn't verify my GUID oO

#

@manic cosmos y u do dis 2 us!1 cry

#

I removed the IP -> It verifys it instantly.

urban coral
#

2nd Server:
Adding IP -> Nothing happens
Removing IP -> Nothing happens

3rd Server:
Adding IP -> No verification
Removing IP -> Nothing happens

dark vector
#

Man its a pain in the ass to get BE to work again in regards of rcon connectivity...

jagged whale
#

i am slowly acheiving it just now trying to get BEC connected

dark vector
#

I assume the update also broke the BattleNET library?

urban coral
#

Its... idk... just borked.

dark vector
#

Are any of the common RCON tools actually using BattleNET or have they all switched to their own protocol?

#

Alright nevermind, none of my rcon tools is able to connect ha

urban coral
#

on 3 of 4 Server its the same result for me.

dark vector
#

I've tried DarT, EPM, my own RCON tool that uses BattleNET and none of them is able to connect. Local server, port set, tried various settings including diferent formats (because uhm idk)

#

4 am.. cant be bothered now, lets hope that a solution can be found soon, night lads

urban coral
#

remove RconIP @dark vector

jagged whale
#

i got mine to work ๐Ÿ˜„ @dark vector i can help you tomorrow if you want

#

^what he said

dark vector
#

Testing..

#

Oh well...

#

EPM and DarT are working

#

Looks like BattleNET broke though ๐Ÿ˜ฆ

urban coral
#

Congratulations.

old yacht
#

lol

dark vector
#

@urban coral I assume I get a ribbon now

urban coral
#

more like a kick in the butt ๐Ÿ˜‰

dark vector
#

But yeah thanks removing RConPort did the trick

urban coral
#

Don't ask... Read above, how long it took until this channel found it out

dark vector
#

I actually looked through it but people were posting all kinds of settings on which it apparently worked

#

Uhm okay... now my library works aswell, but it didnt work a minute ago when I tested all 3 tools and only 2 of them worked...

#

Someone please slap me in the face

#

Anyway, issue resolved. Thanks.

urban coral
#

slapping @dark vector in the face

#

with a chair

#

several times

#

and laughs while doing it

dark vector
#

y u do dis

urban coral
#

cause i caaannn

dark vector
#

Fine then.

#

๐Ÿ’ฏ % Dscha

urban coral
#

๐Ÿ˜‰

celest rapids
#

All this testing are we updating the BI Wiki?

#

otherwise we'll have to keep repeating ourselves to the public

#

It will save Dwarden some work too

#
Bohemia Interactive Forums

Third Person View and veteran difficulty - posted in ARMA 3 - TROUBLESHOOTING: I changed my arma 3 server difficulty settings to veteran to prevent death messages to be shown. But since the 1.58 game update you cannot use the 3rd-person view with this settings. I changed the flag 3dpersonview to 1 but it still does not work. Does anyone have a solution?

wicked moat
manic star
#

you're in the wrong channel Desmoo88

manic cosmos
#

new server commands in profiling (performance) binaries 1.58.136234 / 1.61 DEV / + soon 1.60 RC
#MaxPing <value in ms>
#MaxPacketloss <value in %>
#MaxDesync <value in %>
#disconnectTimeout <value in seconds>
note: disconnectTimeout default is 90 second, range 1-90, too low value might be problem so try between 1-5

  • each has server.cfg counterparts to define default values
    if no default from server.cfg defined then value from #command will be active until server exit
    otherwise only for single session then default from server.cfg kicks in again
    all 4 commands ares possible to combine together
    admin #commands works via BattlEye RCON already, same as via GUI as in-game admin
manic cosmos
#

server.cfg example

disconnectTimeout=5;
maxPing=500;
maxDesync=95;
maxPacketLoss=95;
#

p.s. all max* decisions are calculated as average over time period, so it's not sudden

verbal axle
#

@manic cosmos "note: disconnectTimeout default is 90 second, range 1-90, too low value might be problem so try between 1-5"
1 is not low?

manic cosmos
#

let say all your clients are local LAN or within neighborhood / city with perfect connectivity

#

so for sake of competetive gaming, public servers and admin's choice i got it changed from 5s to 1s as minimum

verbal axle
#

but u say so try between 1-5

#

look like 1-5 too low but np

manic cosmos
#

like i said, each admin needs to test those values for theirs server(s) ... it will differ based on mission, connectivity, playerbase w/e

verbal axle
#

range 1-90 is always uptodate

#

cause i read 5 is max in a thread

manic cosmos
#

@verbal axle it's new minimum in performance/profiling since v6

verbal axle
#

@manic cosmos "note: disconnectTimeout default is 90 second, range 1-90, too low value might be problem so try between 1-5"

#

90 or 5 ?

manic cosmos
#

default is 90s, possible range is 1-90 seconds in PROFILING / DEV branch (in MAIN stable branch it's 5-90 seconds)

verbal axle
#

thx for details

verbal axle
#

@manic cosmos are u sure its % maxDesync & maxPacketLoss ?

#

i remove //maxPing=500; //maxDesync=50; //maxPacketLoss=50; cause 50% of player get kicked with this "STR_MP_KICKED_SLOW_NETWORK"

manic cosmos
#

it's atm experimental, so try higher values e.g. 85/75 for the desync/maxping

#

and yes i checked and it should be % for the desync too not just packetloss

#

when the logging is added (already done internally) it will be easier to tell which one is causing the abort

manic cosmos
#

@verbal axle also remember to try increase the disconnectTimeout, to 4 or 5 ... if 3 is too low

manic cosmos
verbal axle
#

@manic cosmos looks like player without ssd kick by dรฉsync maxping on mission loading

manic cosmos
#

known issue, wait for next perf/prof

manic cosmos
manic cosmos
dawn igloo
#

@lyric mortar good to see some official documentation for the protocol finally- but it looks exactly like the one I found by some educated guessing a few weeks ago - and there I've always got some random bytes of the hashs missing ...

simple sparrow
#

Look at the bottom of the page, for escape sequence ๐Ÿ˜›

#

๐Ÿ˜›

#

Sorry it took so long, had to rewrite to something readable

dawn igloo
#

@simple sparrow was using exactly those 3 escape sequences - but still got missing bytes

lyric mortar
#

@simple sparrow thanks dude!

woeful canopy
winged mist
#

@simple sparrow so found a better method for detecting the workshop items instead of using symlinks so our launcher will move to that

#

should make it less prone to being deleted or broken by kids

simple sparrow
#

@winged mist May I ask what your solution would be?

manic cosmos
#

documentation for new server admin #commands in profiling (performance) binaries 1.60.136560
https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-77?p=3035423#entry3035423

Bohemia Interactive Forums

Page 76 of 76 - Arma 3 STABLE server 1.60 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: Hey, i think u misunderstod me.
before the patch i had only a few crashes like 2-3 a week.
With the v9 everything worked perfekt, no crashes anymore. But now with the 1.60 my Server
Crashed like 6-8 Times in 24 Hours.

lusty lantern
manic cosmos
#

@lusty lantern nope, BE's uses own protocol

worthy pumice
#

@lusty lantern That second link contains all the details that you need to use RCON in your own program.

simple sparrow
#

@lusty lantern

Very annoying issue with PING implemention
BEServer doesn't respond to PING Packets.
PING Packets also contain the packet sequence number.
So if PING packet X gets dropped, BE will stop reponding to all the packets afterwards, because it is still waiting on client to resend packet X.

So you will need to use another command to check that RCon connection is still alive, or use a difference command than ping to keep connection alive....

Or you can just skip implementing sequence numbers, and keep sending BEServer the same packet number. It basically works fine

#

If you get stuck, there is a gplv2 c++ implementaion that has packet encoding in it.
Also the c# battlenet library has most of the RCon commands, including afew that weren't documented last time i checked

worthy pumice
#

You can just send an empty packet of data to keep the connection alive. You still need the crc etc.

lusty lantern
#

Thanks for help ๐Ÿ˜‰

winged mist
#

It then dies randomly and you get annoyed

#

Welcome to the world of BE

lyric mortar
lyric mortar
#
Bohemia Interactive Forums

BattleMetrics Web-Based RCON Tool- Ban Sync, Detailed Logs, 24/7 Connection, Admin Permissions, and More - posted in ARMA 3 - SERVERS & ADMINISTRATION: TL;DR: https://www.battleme....com/rcon/aboutย ย ย  A new web-based RCON tool that allows you to maintain a persistent connection to your server. Tracks players and admins so you can watch your community and staff. Many features to come.
ย 
Hello everyone,
ย 
The RCON tools available for ArmA are usually free desktop cli...

#

looks pretty good

winged mist
#

yea not bad

#

shame its a paid model for the rcon side though

indigo edge
#

if someone happens to get a copy or wants to share his account or anything, let me know. I'd like to take a peek at it. ^^

indigo edge
#

nvm, everything is probably behind an api. ๐Ÿ˜ƒ

winged mist
#

this might motivate me to release my "web rcon" thats been sat idle for months

simple sparrow
#

Tested out battlemetrics premium

#

Its surprisingly good

#

Might put all my servers on it. Will cost a bit per month but oh well

indigo edge
#

Obviously I made a bad decision to create an open source C# BattlEye library.. should've made a paid RCon client.. dammit ๐Ÿ˜

lyric mortar
#

well i guess some admins expect/need certain features these days; the rest is probably happy to use your free version

winged mist
#

@indigo edge huehuehue we are better than them

#

who needs money eh!

indigo edge
#

wouldn't mind ๐Ÿ˜„

#

lol

winged mist
#

If you mean via rcon, no. Not unless the tool you're using has that feature built into it

manic cosmos
#

@simple sparrow depends which one is it, using v3 performance ? ... maxdesync is broken(not working good enough) so not recommended

#

with v3 try disable maxdesync and use kicking or disable kicking and just log

manic cosmos
#

@simple sparrow well then check logs what's the measured value

simple sparrow
#

@simple sparrow late reply but Battlemetrics allows you to limit commands. It is however a premium service that you have to pay for.

worthy pumice
#

@simple sparrow Big Brother Bot (B3) allows you to specify who has access to the various commands through admin levels. You can use it with either a mysql or mysqllite database and if you go with the windows precompiled version you don't need to worry about installing Python.

dark vector
#

@indigo edge But its a great library ๐Ÿ˜ƒ

indigo edge
#

I agree ๐Ÿ˜‹

manic cosmos
#

new server v5 performance binaries 1.62.137674 in #perf_prof_branch (with new administrative features updated)

manic cosmos
#
Bohemia Interactive Forums

Arma Admin - BEC Replacement Tool [11/8/16] Change Log and Information - posted in ARMA 3 - SERVERS & ADMINISTRATION: PLEASE NOTE: Initial release will be soonย ย After testing this on my own servers for about a year now im looking to get this released to the public in some form.Any issues / Feedback should be posted on the EPM-Gaming forums or Discord.ย ย Discordย Please post your bug reports/comments/discussions/feature requests on the forum.ย Current Features:- V...

desert pawn
#

Made a php script page on our site that parses scripts.log and adds everything to scripts.txt as exceptions
https://wasteland.arma.su/_a3filters/
It is very basic but helps when dealing with tons of logs

magic elk
#

๐Ÿ‘

untold wraith
#

@clear eagle check pm buddy

graceful tide
#

+1

supple shoal
#

I Need help with RCON, iv tried multiple different times but i cant get it to work

simple sparrow
#

Got something similar. For ports 2306,2316,2326 RCON works, but not for 2336 and 2346 xD

#

Even tho the rest of the config is exactly the same

zenith vigil
edgy river
#

Can anyone recommend a tool to track gameplay statistics? I'm particularly interested in seeing a playcount for missions, mission duration, playercount etc

#

This is for a dedicated windows box not running exile/wasteland or anythign like that

indigo edge
tough heron
#

I'm trying to make a server where anyone who has been whitelisted can access zeus (however not slot based) I have seen this done on other servers!
(I know about the #adminLogged but that only allows for 1 zeus at a time)

simple sparrow
#

That's amazing for stats

#

And you can remote code on the server live from it.

#

And its from maca and torn so you can be pretty sure it's all safe.

vernal oar
#

@tough heron we did that with a mysql database and a own written webinterface

tough heron
#

@meat#9580 Hey thanks we solved the issue, you just put a the UID into the slot ๐Ÿ˜ƒ

solar lantern
#

hi. anyone know a good alternative to cpbo? i really like the right click ability

indigo edge
#

@formal flare's tools obviously. ๐Ÿ˜ƒ

azure crag
#

@solar lantern pbo manager

hoary sonnet
#

Hi guys, Auto-whitelisting from a forum server group to a arma 3 life server??? can this bee done and if so can you help in where to find it

indigo edge
#

Yes

#

But you'll probably have to write something yourself. ^^

#

๐Ÿ˜

#

Not sure what tools the more popular servers (e.g. koth) use to be honest.

#

You'll have to feed the data from the forums to the whitelisting tool, but you're on your own with that. ๐Ÿ˜ƒ

hoary sonnet
#

that's fine. it's usually just a pull push script. soo should be okay thanks

hoary sonnet
#

hi guys. quick question i have search and search. does anyone know where I can find a webbased rcon that we can put on our own admin panel???

soft thorn
#

Hey everyone. I have been dealing with this issue when I try to right click on a folder/pbo and I can't unpack/pack them. When I unpack I have to always open up the PBO in PBO Manager and extract it and when I pack it I always have to run the program PBOView. https://gyazo.com/54b41937592afd42e7473b04901e16e6

#

Anyone knows a solution? I have reinstalled the program multiple times, repaired it and still not working.

lyric mortar
#

https://forums.bistudio.com/topic/197081-asct-โ€“-server-managing-tool-for-admins/

 
With ASCT all you need to do is to login to your server with remote Desktop or TeamViewer, right click on script.sqf and select ASCT Execute.
 
NOTICE! This application REQUIRE root access to server, you MUST be able to connect to server with remote desktop or TeamViewer. If you have only web access this application is NOT usable.```
Bohemia Interactive Forums

ASCT โ€“ Server managing tool for admins - posted in ARMA 3 - COMMUNITY MADE UTILITIES: General description Arma Server Control Tool can be used to execute SQF scripts on server directly, by using standalone server side application. Idea behind this project is to solve the problem that, in many cases it is hard or straight impossible for server administrator to execute certain scripts on server, also it most likely involves joining server with game client. A lot of times server admins are n...

#

more in his release thread

simple sparrow
#

@hoary sonnet BattleMetrics

#

$5/month

hoary sonnet
#

@simple sparrow can that be hosted on our admin panel though???

simple sparrow
#

I don't know, just check it out

#

I don't what your admin panel is

hoary sonnet
#

Thats not bad, Ill have to have a look however i am looking for a rcon we can host on our admin site

fair fox
fair fox
vernal oar
#

maybe also something for you

silver plover
#

maybe I should put up a forum post with my web based server manager, our community has been using it for almost 3 years now

indigo edge
#

the more tools the better ๐Ÿ˜ƒ

azure crag
#

Ziiiiiiiip

#

get out

indigo edge
#

๐Ÿป

young ravine
#
Bohemia Interactive Forums

ASCT โ€“ Server script executing toolset - posted in ARMA 3 - COMMUNITY MADE UTILITIES: General description Arma Server Control Tool can be used to execute SQF scripts on server directly, by using standalone server side application. Idea behind this project is to solve the problem that, in many cases it is hard or straight impossible for server administrator to execute certain scripts on server, also it most likely involves joining server with game client. A lot of times server admins are n...

acoustic whale
#

@silver plover I saw your web tool its interesting, were you thinking of adding SW download support instead of PWS?

silver plover
#

yeah, last time I checked the API didn't expose addon files though ๐Ÿ˜ฆ

#

might have a look at doing it through steamcmd

#

since I started integrating it to update at least linux servers using it anyway

acoustic whale
#

@silver plover would be awesome... also DEV/RC branch support

#

I missed this a lot in A2 time, nobody was interested to make something like this, so thanks a lot... still have to test it though

silver plover
#

do you mean switching to dev/rc via steamcmd?

acoustic whale
#

yeah setting branches would be nice, I need dev server for testing and this would be helpful

silver plover
#

that would be included when/if steamcmd integration would be done

#

the steamcmd is already integrated in node but I want to fix some issues with steamguard first

#

and build a proper ui for it D:

acoustic whale
#

at least linux servers using it anyway
thats all I need to hear haha... awesomesauce you have big plans

edgy river
#

What about if you 100% self-manage your servers mods? We don't use SW or PWS. For some reason atm servers I create on there automatically add a bunch of weird CBA versions

acoustic whale
#

guess you dont need that functionality then.. look at switfy for that

#

if you want repo management and deltapatching that is

edgy river
#

That's what I mean, seems the PWS does some weird stuff and i'm looking for a way to opt out of that side of things

#

While retaining the other server management features

silver plover
#

PWS does nothing if you don't press install/update

#

refresh will check for any new mods uploaded manually

#

might be a good idea to be able to enable/disable PWS integration

#

we use arma3sync as well and I've done some other integrations with that previously

shrewd sand
#

Does somebody know by chance which was the latest TADST version for ArmA 2? ^^ (not ArmA 3)

toxic viper
#

you can use the latest version for arma 2 btw

fair fox
simple sparrow
obsidian tinsel
#

@fair fox wonder why you are using $! >pid.txt
server binary has -pid option to store process pid

fair fox
#

Didn't know ยฏ_(ใƒ„)_/ยฏ

#

Does the job without any overhead anyhow

#

You can make a PR if you'd like to change it.

obsidian tinsel
#

I am working on completion of a bit complex script, start screen, arma server in 1st tab, console output in second, rpt in 3rd, grepping logs for errors and so on.

#

anyway if your way is working - I am not forcing to change it :) just curious

young ravine
toxic viper
#

anyone know if A3sync supports webdav for repositroys ?? (user login as well)

vernal oar
#

Think only basic auth

simple sparrow
#

I think you would have to make the accounts for them and then yes it is possible

stone lily
#

@toxic viper I believe that it is built solely around fileZilla but I'm not entirely sure

toxic viper
#

ben it works kind of i have 1 more question is there a free web control panel thats free that allows my admins (dont want to give RDP access to them) to start and stop the server and easly add custom launch commands

acoustic whale
#

there is one for linux or two

#

or LGSM

toxic viper
#

work on windows ?

#

nvm

tribal lava
arctic kestrel
#

Windows Tool to manage your battleye filters: http://bem.themeq.xyz - Drop the EXE file into your battleye folder and run it.

lilac ravine
#

IS there any way to block people from getting on my server with a vpn/proxy?

arctic kestrel
#

You could set up a blacklist script

#

That blocks steam ids

deep prawn
urban coral
#

paying, pff

deep prawn
#

Not everything is free. Nice stuff costs $$$

urban coral
#

"nice"

#

w/e

simple sparrow
#

I quite enjoy it actually @urban coral maybe try the trial for yourself some time

fair fox
#

For those keeping an eye on my Linux Package:
I've moved the repository from github to my own GitLab, please make all tickets there from now on.
As well, work will soon start on supporting Wine'd servers and rebuilding the entire package to run in python over bash.
https://gitlab.ddca3.com/DDC/LinuxServerScripts

vernal oar
urban coral
#

I know some peeps that still use it, to monitor their Servers.

edgy river
#

I thought it stopped working after one of the A3 updates

urban coral
#

( Last info: ~6Month ago )

#

Couldn't imagine why it shouldn't work anymore

solemn pawn
#

English please

vernal oar
#

It works on our server. Just was not sure.. Last I rembered was that there where some issues and i just wanted clarify.

jovial narwhal
#

I am still using ASM on my old Linux server. I even wrote a custom Desktop tool that can archive the Graphs to look at post mission and that automatically launches a diag_captureFrame serverside if FPS get too low.
But It only works on my old Server. On my newest one I didn't get it to connect yet but also didn't invest much time into it.
But It's a very useful tool if you are experiencing Server perf Problems. I currently don't. I'm focusing on clientside perf

toxic viper
#

got a issue (our group is making a visual basic start program so we can start arma 3 with a config file the program passes threw the arugments and its logged in the rpt log but arma isnt using any the config varables (such as server name) jst keeps loading the defult one if we put the -port var in it works fine (but only for port ) but our batch file (same arguments in works fine

restive owl
#

@toxic viper Could you paste the entries from the server's RPT from both situations? Feel free to remove unnecessary information. I'm wondering if the issue could be that "starting" it from a different directory messes with the paths if they're relative (e.g. -config=config.cfg). So try it again from your program using the absolute path to the config (e.g -config=c:\some\path\to\config.cfg, quotes might be needed)

toxic viper
#

penny thats what im doing (also got profile's setup

restive owl
#

You are already using the absolute path?

toxic viper
#

yes

#

i sent you a PM

tardy wolf
#

Hello all, who will have a link to download ASM because the link I own is dead ?

indigo edge
#

your google-fu isn't too strong

#

oh that points to a dead link ๐Ÿ˜„

covert perch
#

HALP

#

Tophes launcher 3.0 wont launch on my win7

#

and on my win2008 server

#

Are the similar launchers I can use?

acoustic whale
#

app wont start?

#

permissions I guess

#

sometimes simple Unblock does the magic

simple sparrow
#

having trouble repacking pbos just gives system error application not found

vernal oar
#

why repacking pbos ? ๐Ÿ˜ƒ

simple sparrow
#

i meant

#

packing into pbos lol

wicked granite
#

what tool(s) do you use to live administrate your server (windows desktop server dedicated in my case) from a client pc?

edgy river
#

Depends on what you mean by administrate!

#

For example: I use Firedaemon + Firedaemon Fusion to start/restart my instances. But I don't run with battleye so no BEC tool for me

wicked granite
#

well some graphical interface so i don't have to type in all those commands

#

for changing map, restart map ...

edgy river
#

I'm no RCon expert but I think those functions are only available ingame

#

Happy for someone more knowledgeable to correct

jovial narwhal
#

Selfmade tool. Can configure Mods and startparameters. start/stop server. And livestreams server logdata to desktop application. Serverside script execution was planned but I didn't get to it

wicked granite
#

ok

silver plover
dark vector
#

So whats better

#

A3Sync or Swifty?

forest tree
#

Swifty -> More user Friendly and easy to use (HTTP Support only)
Arma 3 Sync -> More functions but a little bit more complicated for "new" Users withou knoweledge (FTP and HTTP Download Support)

#

Swifty runs out of the Box, A3S needs Java installed

#

The best way should be, that you test the Tools by yourself and ask your Community

urban coral
#

Had A3S DeltaPatching?

#

(Okay, lemme rephrase it: Does Swifty still have DeltaPatching and was it added to A3S?)

forest tree
#

Swifty has Delta again

#

A3S Supports Delta Patching to, but then it's also limited to HTTP as far as i know

chilly gust
#

Oh, I thought A3S downloaded changed files, instead of delta patching each file.

#

We might have it on FTP tho

urban coral
#

wait, A3S had FTP Support, the last time i checked it (~1 Year ago)

forest tree
#

@urban coral A3S still has FTP Support, but when you want Delta Patching on A3S you need to use HTTP

urban coral
#

Ah, okay.

forest tree
#

And Swifty was re-eanble DeltaPatching in the neweset / latest release again

#

2.1.5.x

shrewd sand
#

I use "git pull" for client updates ๐Ÿ˜… of course reverting all client made changes before.

icy trout
#

Not sure if this is the right section, but is there an easy way to test connection to an sql database?

simple sparrow
#

By trying to connect to it @Sturm-Falke101#5493

#

You can use HeidiSQL, which is free.

icy apex
#

I'm working on a server updater for SteamCMD and will add in server launch options for it - is there any features people would want in particular?

indigo edge
#

add mod support to it I guess ^^

lyric mortar
#

i guess profiles to manage multiple server instances in one go

#

plus bat export

icy apex
#

Ok yea hadn't though about .bat export. Will see if i can get that in. Mod support is planned - will be able donwload from steam workshop too.

arctic kestrel
rocky storm
#

Does anyone know if there's a version of DSUtils I can grab without needing to download the whole arma tools package?

magic elk
#

here you go @rocky storm

rocky storm
#

Thanks!

dark vector
fast oriole
#

is TADST still the only dedicated server tool around? ArmA3 launcher is restricted to only one server at a time. I need to launch 2 or 3 with multiple Headlessesses. I've always used bat files until now, but steam workshop things makes that a bit of a pain to manage

icy apex
#

I'm working on something at the moment @fast oriole It's got SteamCMD support built in for updating and mods too - should have a release soon enough.

fast oriole
#

would be cool. Currently trying to run separate installs using SteamCMD method with Workshop downloads is a massive fuckaround

dark vector
#

ArmA Remote Admin now can also install/update workshop mods aswell as install/update servers

#

@fast oriole Might be interesting to you

drifting forge
#

Anyone know if there's a linux version/alternative to DSSignFile and DSCreateKey out there in the wild at all?

jovial narwhal
#

yes

#

armake can do that

#

I think

#

I'm quite sure

simple sparrow
#

Anynody know where I can download Mikero's Tools now that his web site is gone?

#

@formal flare Where can I dl eliteness?

simple sparrow
#

Oh never mind found the paid site. Would have payed $10 but $40 is to much for somone who just wants to make a compressed pbo for their server. We are all not devs

forest tree
#

@simple sparrow there is also a free version, this should be on dev.withsix.com when i am right

simple sparrow
#

Thats sites down too. I'll make sure to check later. Thanks @forest tree

magic elk
fair fox
#

Working on my own Windows tools. Porting my Linux tools properly is taking time >.>

quiet mirage
#

@simple sparrow ^

simple sparrow
#

๐Ÿ‘

graceful oriole
#

Hey guys ๐Ÿ˜„ Well, so far I have tried to follow like three different tuts on how to make a dedicated server, and so far, none of them have paid of ? Any of you guys got an tut that actually works ? ๐Ÿ˜„

graceful oriole
#

I've tried that one already champ, and it didn't work for me ๐Ÿ™ˆ but right now I am resetting my pc, so that the only files I will have on it, will be whatever the pc came with from the store ๐Ÿ˜‰ and then I will try again ๐Ÿ’ช but thanks though ๐Ÿ˜„

indigo edge
#

PEBKAC ยฏ_(ใƒ„)_/ยฏ

fresh flint
#

hello

#

losing internet connection and 10 second kick

#

how to set 1 second ?

nimble epoch
#

I'm looking at creating a database for the game to write some data to. When I search on the web I find a lot of results for ExtDB and iniDB. Is there advantages to one over another?

simple sparrow
#

Use extDB3 @nimble epoch

graceful oriole
#

@simple sparrow Where do I find extDB3 ? I can only find extcb-conf, extDB2.so, extDB2.dll and extDB2 License ?

simple sparrow
graceful oriole
#

Thanks champ ๐Ÿ˜„

loud roost
#

Turns out, Garrett is the new extDB3 promoter ๐Ÿ˜…

simple sparrow
#

@loud roost I haven't heard of iniDB in a long time. Googled it and last update was in like 2013 and it is still listed as alpha. extDB is common now and has good documentation and updates.

cedar valve
#

: I need some help with TADST's, anyone?

#

Crickets in here

grave dune
#

@cedar valve Whats up

cedar valve
#

I figured it out, I was trying to get a live rpt report.

#

@grave dune thanks for asking

deep prawn
crisp pulsar
#

@deep prawn i will gladly pay you the 5 bucks a month for this. Excellent.

lavish flower
#

guys where can i change cash which players start on server ??

restive owl
#

That's a better question for the developers of that mode/mission in their respective forums, or Discord, if they have one.

ancient palm
#

I know marma and other tools have linux rcon->sqf bridges. would one of you kind wizards share the source of the .so used? tried porting a windows version of sqf-rcon but I'm a C noob โค forever thanks

jovial narwhal
ancient palm
#

thanks @jovial narwhal

simple sparrow
#

Note i never implemented the rcon protocol fully. I ignored the packet id order because i was lazy

ancient palm
#

thanks @simple sparrow appreciate RCON spec link

indigo edge
dark vector
#

@indigo edge Unbelievable

indigo edge
#

๐Ÿ˜ฑ

quiet mirage
#

What happened ๐Ÿ˜ฎ ?

jovial narwhal
lapis oyster
#

hi,
I'm trying to setup the Rcon for my linux server.
I have placed beserver.cfg in A3/battleye/launch and checked that it gets active once server is up.
However, the rconport keep gets change. I'm not sure this is beserver.cfg problem or internal server rig problem.
if anyone have similar experience, please let me know. thank!

edgy river
#

Does anyone know how the arma executable goes about locking the contents of the MPMissions folder? I'm writing a webapp for server admins to manage their missions. Part of this is the ability to mark a mission as broken and move them out of the folder. If there's any mission running on the server (even if there are no players connected) all the PBOs in MPMissions are locked by arma i.e. "File in use by another application"). I'm trying to write a way to delay the move function until the file is no longer locked.

indigo edge
#

just poll the files on an interval and once it doesn't fail you know you can do your thing

#

also there's probably a system in whatever OS you're targeting to notify your application that the lock has been lifted instead of polling

jovial narwhal
#

On Linux you can just delete the file while it's locked ๐Ÿ˜„

#

But Arma doesn't like that. If you go back to mission selection and select the now deleted mission again the Server just kills itself

edgy river
#

yikes

#

this is in PHP for windows so i'm messing with some hacky flock checks atm

copper yarrow
#

Question addressed to anyone who has experience with SQL databases: I have a server I am renting, which is a standard 40 player slot server. It has a SQL database function, which I believes implies we could use it to transmit data to and from the server.. That's my boiled down version, but my question is, what is the use of this module? I'm pretty sure altis life servers use it for tracking player data, like licenses and inventory. How could I implement it into my private server? Is there any legitimate use for it in a server which primarily runs Zeus OPS? Thank you for any information!

calm robin
#

You wouldnt need a database unless you are saving data from the mission. For arma (without modded mission) you should not need a database.

grave dune
#

Exile and altis life both use MySQL

calm robin
#

Yes but he is tlaking about a server that runs zues missions.

grave dune
#

Was just pointing out they both do

copper yarrow
#

I mean, there IS player data I would like to be able to track, like players K/D over a long period of time. Something that is persistent, so I can track which of my players are doing well, and which are team killers. Or for the sake of Zeus missions where we use currency in game to purchase items from vendors ( much like Altis life ) on campaigns that will continue for a multiple weeks. @calm robin @grave dune

edgy river
#

Anyone know of a way to bulk unpack PBOs? Mikeros ExtractPBO seems to have a limit of 15 when using the context menu

lyric mortar
#

extractPboDos -P folder target

edgy river
#

I'll try that - thanks!

edgy river
#

@lyric mortar worked a treat - thanks!

lyric mortar
pine mountain
#

Does anyone know the install flags for the Mikero tools exes? I'm trying to get depbo to install via ansible and it's breaking on the dialog box that pops up to ask if this is a headless server (even when calling the installer with "/S").

lyric mortar
#

@formal flare

jovial narwhal
pine mountain
#

haha, fair enough. Is there a better thread for this?

jovial narwhal
indigo edge
#

@pine mountain you should be able to unzip the installer and get your files that way

#

or not.. ๐Ÿ˜„

pine mountain
#

@marceldev89#4565 7zip does handle unzipping the nsis wrapper, but the native unzip command in ansible struggles with it. I'll probably just manually extract the files and host them on a share somewhere.

indigo edge
#

I tried the 7z tool on Linux but it failed to open it

formal flare
#

Does anyone know the install flags for the Mikero tools exes

sure do. there aren't any

you are trying to install (quite sensibly), the major component of my tool set. specifically, the dll. And the very first and only question it is ever going to ask you is whether or not you want to use it, and all other tools on a server.

why?

to prevent the very gui question and response dialog boxes you are seeing right there, right then.

so you, not me, have a catch 22 on your hands. in order to use the tools on a server, you must install that dll on the server IN the server with a human response. I don't intend changing that.

knotty moth
stuck cloak
#

Hi, does anybody here have any experience with iniDB?

#

I want to add some basic persistant elements to the missions I host on my server and was wondering if this was a good horse to bet on

rapid sorrel
#

well, it works

#

there are also ones that support mysql but for smaller things I'd say that is not necessary

#

or you could simply save things to profileNamespace on the server instead

#

depends on whether you want to access the data from outside of arma

left mural
#

@stuck cloak for basic persistence, yep perfect imo

#

really easy to use

rapid sorrel
#

profileNamespace setVariable ["somevar","somevalue"];

#

saveProfileNamespace

left mural
#

i've never tested it in missions with loads of players but i wrote a whole persistence system for a 1-4 player coop mission which literally kept track of every vehicle, weaponholder (randomly spawned and dropped items), vehicle inventories, headlights, etc, loads of stuff. no problems.

rapid sorrel
#

also pretty easy ^^

#

unless you want to save lots of data

left mural
#

profilenamespace is all good but it's a bit of a black box

#

inidb and anything sql are nice because they use standard formats that you can interact with outside of the game

#

easier to backup, edit, manage, debug, etc

#

would be nice to see a benchmark between different persistence solutions, but meh. i've just always used inidbi cos it's easy.

rapid sorrel
#

yeh well, inidbi writes to disk so it is a bit slower but that never was a problem for me either

stuck cloak
#

okay, thanks for all the answers ๐Ÿ˜ƒ

lyric mortar
indigo edge
#

anyone know if tym32167 is on Discord under a different name? ^^

lyric mortar
vapid lotus
#

More and more of these server tools just flat out start deleting the first lines of the server rpt once it gets over a threshold of lines. Getting more and more useless fragments.

#

Hate that. Stop it.

jovial narwhal
#

Mine just deletes useless crap
like Client: Nonnetwork object and Error: Object( and such
Mine isn't public though.. Maybe that's the reason..

vapid lotus
#

I think some devs of these tools thought that you only need the last lines or something. And now I have to deal with that crap all the time.

woven sleet
#

and its the first few lines that need checking before anything else is even looked at

hoary surge
#

why use any server tools at all?

#

just go hardcore and look at the rpt file itself.

#

no program should be dinking around with it directly.

#

arma actively writes to it and nothing else would be able to delete anything while arma has it open

obsidian tinsel
#

anyone know if tym32167 is on Discord under a different name? ^^
@indigo edge he is not on discord unfortunately

#

afaik

muted plank
#

What server tool would u guys suggest to use. like tdast, armaremoteadmin ? ๐Ÿ˜ƒ

magic elk
#

armaremoteadmin ๐Ÿ˜‰

dark vector
#

@muted plank I'd say depends on what you need really ๐Ÿ˜„

muted plank
#

@dark vector i decided to just make at .bat file ๐Ÿ˜›

magic elk
#

That's the worst option from them all ๐Ÿ˜ƒ

grave dune
#

@Arkensor#0120 ๐Ÿค” But what if you use a batch file with armaremoteadmin? :kappa:

magic elk
#

what would be an option ๐Ÿ˜ƒ

tribal lava
silver plover
simple sparrow
#

opps

jovial narwhal
simple sparrow
#

crap my bad fix it now

formal roost
#

Anyone familiar with TADST?

indigo edge
#

probably, ask the question you really want to ask ๐Ÿ˜

grave dune
#

@formal roost Why do you double post? It's kind of annoying isn't it; when you get the same thing twice which you waste time reading. I agree

formal roost
#

This is why I shouldn't have asked here.

hoary surge
#

you need some thick skin to last on this discord bud.

indigo edge
#

"normal" skinned would've been just fine.. this one seems to be particularly thin skinned though because nothing happened at all ๐Ÿ˜›

grave dune
#

๐Ÿ”ฅ I thought he'd at least get a giggle from it ๐Ÿ˜„

hoary surge
#

lol

solemn pawn
#

Yeah, don't ask to ask a question, just ask it (if its relevant).

hoary cosmos
#

So is BattleEye Extended still the way to go in terms of server administration? Haven't been using BattleEye the past couple years, but starting to have to since people took advantage of that fact.

indigo edge
#

it'll probably still work just fine since BattlEye didn't change much (or at all) protocol wise

magic elk
tribal lava
hoary surge
#

Battleye Extended will work fine, BE protocols are all the same as they were back in a2 pretty well

crisp pulsar
#

I thought BE Extended Controls was depricated though?

simple sparrow
#

Kinda wrong choice of words, deperecated etc. Application might not be actively developed but BE Protocol really hasn't changed at all except
BE Port is nolonger gameport.
So aslong as application doesn't do game server query + be port hardcoded to same port it should work fine.

jovial narwhal
#

depricated deperecated :D
deprecated

simple sparrow
#

pssh ๐Ÿ˜›

dark vector
#

deprecated isnt it?

crisp pulsar
#

in english it is indeed deprecated

magic elk
#

derp-precated

crisp pulsar
#

Heh

slim chasm
#

How can I spawn P3D datein the 3d editor again [NO MOD]

jovial narwhal
#

What?

#

createSimpleObject?

slim chasm
#

ok

#

Yeah thanks

#

@Dedmen GERMAN ?

magic elk
#

@slim chasm Spawning custom p3ds out of the mission file will cause server instability. You can only spawn p3ds that already come with the game or with mods

jovial narwhal
#

I might be german. But I'd prefer not to interact with you ๐Ÿ˜‰

slim chasm
#

Warum nicht @jovial narwhal

jovial narwhal
#

Please read #rules because you just broke like... 3 of them. On your first day on this Discord.

delicate light
#

๐Ÿ˜‚

magic elk
#

^ @solemn pawn Spam post across multiple channels.

cobalt lantern
#

@formal flare getting Truncated file. Missing one or more};. Error starts near token 'Lega_Market_Functions' : In File \Lega_Market\config.cpp: circa Line 75 EOF encountered when using postInit = 1;

jovial narwhal
#

Why do you tag Mikero. And why is a config error in #server_tools ?

cobalt lantern
#

its with pboproject

jovial narwhal
cobalt lantern
#

shit wrong category.. mybad

jovial narwhal
#

and it's not a pboProject problem. It looks like it's a problem in your config

cobalt lantern
#

the config works fine when not packed with mikeros.

#

its just the postInit = 1 thats not...

formal flare
#

when using postInit = 1;
very clearly incorrect. The paste of your config.cpp in toolmakers simply said
postInit = 1

#

and while it would be correct to say pboManager 'packs' a pbo, that's only because you can drag 'n drop strawberries with apple sauce into it, and it has no clue there's anything wrong with that. Nor, is there ANY error checking of ANY file you plunk in there. To claim however that it 'works fine' is nonsense. If you looked at the dot.rpt of the engine it would have been screaming at you, with an error very much the same as what pboProject told you about without the drama of having to load the game to find out.

#

please be a little more accurate in your assesment of 'works fine' vs 'reported no errors' and worst of all don't lie that you had a semi colon when very clearly you did not.

nova stream
#

Trying to set up an Arma 3 Open server.

#

Any help?

nova stream
#

Thank you, got it working.

rugged sundial
#

Hey ๐Ÿ˜ƒ I want to query the mods that are installed on a arma 3 server but i cant get it working :/
https://pastebin.com/V27Z5ECP
the response for mod ist always null

drifting forge
#

If you're talking about like, line 123 of your past, I think thats mostly for source engine games to return an entire game mod. Arma sends mod details in A2S_RULES iirc.

thorny pelican
#

any server scripts to prevent people from using spawn menus?

#

trying to secure my server more

grave dune
#

Enable verify signatures, add an anticheat, enable BE, use BE filters too

thorny pelican
#

what's a good anti cheat?

#

verify sigs is on

jovial narwhal
#

Battleye ist the best anti cheat.

#

Nothing else is so deeply integrated into Arma

hoary surge
#

if you have battleye or even just run the game through the launcher you are safe @thorny pelican

#

hacking community has been obliterated by it pretty well by now. There are a few kiddies who can do mySQL injection, but if you aren't a life server or king of the hill then you probably aren't at any risk for that kind of attack

thorny pelican
#

ah okay I mean but still people have came in using spawn menus, spawning a tank or something of that sort

grave dune
#

Use the BE filters then?

jovial narwhal
#

And enable bisigning

wild spire
#

How do you guys keep your dedi servers mods up-to-date

silver plover
#

pressing update button for outdated mods in our web ui which fetches from either withSIX or Steam Workshop

wild spire
#

I just found that using steamcmd/workshop feels a bit clunky

spice tree
#

steamcmd worked well for me when executing on a batch

silver plover
#

it's not perfect but it works

#

especially with some wrapper code around

lyric mortar
spice tree
#

pitty it's only windows

lyric mortar
#

withSix ending its service by the end of the week:
https://twitter.com/SixNetworks/status/1002869812018794496
https://medium.com/withsix/farewell-2f0257e7aab7

so if you want to save anything from its network. now is the time

After 10 Years, withSIX is closing down on the 11.06.2018. Thank you all for your great support throughout this exciting time. This has been an adventure of a lifetime. #Farewell

https://t.co/M0jqGOHDEz

west stump
#

o7

glad orchid
#

there is a way to see who in the server without getting into it?

grave dune
#

yep

#

RCON

dark vector
#

@๐Ÿ€Sharon Hazan๐Ÿ€#0894 Steam Query or BE RCON

glad orchid
#

i forgot to mention the server is not mine

jovial narwhal
#

Steam query should be able to. But you might need to build the requests on your own. Or maybe there is a tool out there somewhere

simple sparrow
#

Steam server browser, view server info on selected server @glad orchid

glad orchid
#

thanks! ^

grave dune
#

It's called a debug console

#

๐Ÿ˜‰

velvet laurel
#

anyone know why i cant update cba a3

dreamy field
#

Yep

#

Yep

velvet laurel
#

??

#

server side

wary mulch
#

If I want help with trouble shooting things for a server is this where I post thing?

jovial narwhal
#

Discussion about all the great Tools which ease life of server administrators
If it's not about that then probably #server_admins

devout tulip
#

quick copy/paste from the general ask questions, seems like this would be the right channel to ask in?

I'm using TADST to run a dedicated server. I want to add mods to the server, and i already have a previous preset made and saved with the mod my group has been using. But now we are moving to another modpack we have all agreed on, and in TADST, to add in a new mods list, i have to go in and chose each of the workshop files individually from the !workshop folder, and that is super, super tedious to do when i have 100+ mods to load on the server. is there a faster way to go about doing this?

jovial narwhal
#

@devout tulip quick copy/paste from the general ask questions Read #rules

devout tulip
#

@jovial narwhal Please ensure you make new threads in the correct forum, if you're unsure of which forum to post in feel free to ask a moderator.

so where would the question go?

jovial narwhal
#

TADST is a server tool yeah.. so here is right.. I was more about
Do not post duplicate threads in more than one forum simply to get an answer quicker or to draw more attention to your post.

devout tulip
#

If I can get any kind of help with my question that would be great

indigo edge
#

it's been a loooonnnggg while since I've used TADST but I seem to remember the ability to select multiple folders with ctrl pressed

devout tulip
#

What do most people use now? @indigo edge

grave dune
#

Pretty much the same

indigo edge
#

yeah no clue, just switched to Linux a while ago so I couldn't use TADST even if I wanted to ๐Ÿ˜›

junior mountain
#

I'm using the @silver plover web interface with my own script to download/update mods

silver plover
#

have you tried the steam branch? ๐Ÿ˜ƒ

#

it should work quite smooth now

#

next step is adding broken / updated mods info

junior mountain
#

Not yet, will try it. Thanks

#

I'm downloading mods, fixing cases, creating symlinks, fixing the missed "publishedid" for downloaded mods with my script

silver plover
#

ah

#

yeah, last one is an issue with the steam ui

#

symlinks are fixed automatically

#

it can search and download at least

#

and start the game correctly

junior mountain
#

I want to implement the fixing of a "publishedid" during a MODs updating. Have some idea for that... :-)

silver plover
#

I'm switching to fetching the data from steam directly

#

so it doesn't matter what the files says

junior mountain
#

๐Ÿ‘

silver plover
#

I have another project that actually gets download progress etc too

#

but it interfaces team through steamworks

junior mountain
#

So, you recommend to try the stream branch?

silver plover
#

if you are using steam, yeah

junior mountain
#

Great

silver plover
#

still a bit wip

#

our community is moving to steam so it will get more focus

junior mountain
#

still a bit wip - it's about an all Linux things ๐Ÿ˜‚

silver plover
#

our secondary server is using it but not our main one yet

junior mountain
#

I have only one and it is just testing. Almost not used.

silver plover
#

let me know if you find any issues or other quirks!

prisma crane
#

One message removed from a suspended account.

jovial narwhal
junior mountain
#

@silver plover how does the server cloning function works? It's just cloning the configuration file? How does it's managing the mod's keys?

silver plover
#

you'll get an exact copy with the phrase " clone" appended to the title ๐Ÿ˜›

#

key management is not yet added, there's a ticket for it on github

junior mountain
#

Yes, I saw the ticket. Even answer there ๐Ÿ˜œ

#

Just trying to understand how to make a few servers without appearing the mods of each one in other...

#

I can propose to make a symlink of a selected folders of a main server to other with a pushing the Clone button. And when you selecting the mods for other server - just make a necessary symlinks of a keys and needed mods.

#

The same for missions

#

Something like that

silver plover
#

symlinks are handled automatically

#

you don't have to worry about that

#

mods are handled per server instance

#

so each server can have its only list of mods

#

just tick the boxes for which mods you want

junior mountain
#

Yes, but in this way both servers use the same Keys folder. And each of the servers shows the mods of the other as unnecessary.

silver plover
#

Keys are currently not managed, only mods

junior mountain
#

Yes, I understood that. I'm just proposing some solution ;-)

silver plover
#

what do you mean with "each of the servers shows the mods of the other as unnecessary"?

junior mountain
#

I mean if two different servers using the different mods but the same Keys folder - they both will display an all mods, which keys are present in the Keys folder. Some, connected via -mods= parameter will displayed as necessary mods, and other will displayed as unnecessary.

#

Sorry, my English sucks... ๐Ÿ˜ "unnecessary" I mean "Optional"

silver plover
#

ah, I see, we don't use keys at all

#

yes, that will be fixed once keys support is added I guess

lyric mortar
#

@indigo edge looks top notch ๐Ÿ‘ (missed it so far ๐Ÿ˜Š )

#

how do you trigger the mod update?

indigo edge
#

apparently I suck at "marketing" my stuff ๐Ÿ˜›

#

you can just run the script and it'll do it's thing

#

update/verify A3 server install, install/update mods, lowercase everything

lyric mortar
#

@indigo edge what is the reason you made the local date tag vs website date check if there was a mod update - faster/more reliable?

indigo edge
#

it uses the local folder creation time and compares it against the time a mod was last updated

#

it's pretty much the only way to do some sort of version checking

lyric mortar
#

+workshop_download_item {} {} validate".format(A3_WORKSHOP_ID,mod_id)

#

this is the same as what repair mod does in the A3 launcher?

#

well steam does it own check if you try to update a mod - however it does a hash check i think (aka takes fairly long for larger mods)

#

how much of the py script is OS/linux specific? the slashes/paths, symlink creation, more? would be handy even for windows server and local machine i'd say

indigo edge
#

not sure what the launcher does on mod repair but the validate bit should be pretty much the same as the local file validation thingy in steam

#

yeah the version checking was mostly to avoid trying to updating mods that don't need it

lyric mortar
#

(RMB on the in A3 launcher, or the ... for more options)

#

yeah the version check is neat

indigo edge
#

it should also work on Windows if you remove the lowercase function stuff

lyric mortar
#

had similar talk about sth very similar in #arma3_tools yesterday

indigo edge
#

quickly read it and I guess you could use this for that purpose

#

probably requires some changes here and there and you'd have to point steamcmd to the correct workshop folder

#

not sure if and how that works though

#

oh, I remember why I added the version check. It is a workaround for steamcmd occasionally failing to download a mod. So when the script detects that a mod requires an update it actually removes the entire mod folder so that it can verify that the download succeeded

#

so basically after the steamcmd download: if the folder isn't there, the update failed. If the folder is there, update succeeded.

lyric mortar
#

yeah i see

#

did you talk to Flax by chance? he ran into the same issue obviously but i dont think he does the removal approach

indigo edge
#

took a quick look at his code but it doesn't seem like he does any verification if the mod download/update succeeded properly

#

he does handle steamcmd timeouts though

#

it's been a while so it might be the case where it fails

#

I did try capturing steamcmd's output but iirc I couldn't get it to work for some reason

lyric mortar
#

alright

#

almost got your script to work in windows

#

struggling with spaces in path atm ๐Ÿ˜›

#

steam_cmd_params += " +force_install_dir {}".format(A3_SERVER_DIR)

#

seems to work differently on windows too

#

ends up with steamcmd creationg:
.\steamcmd\steamapps\common\arma\steamapps\workshop\content\107410\450814997
whereas it has to be:
.\steamcmd\steamapps\workshop\content\107410\450814997

indigo edge
#

what did you set A3_SERVER_DIR to?

lyric mortar
#

actually should be:
steam_cmd_params += " +force_install_dir {}".format(STEAM_CMD)

#

like in windows it download relative to steamcmd

#

the game/server directory is not related to the mods at first - only the symlinks add it back in

#

getting spammed now with \src\common\contentmanifest.cpp (650) : Assertion Failed: !m_bIsFinalized though. maybe as it exists already - not sure why it didnt get deleted. probably the pathing needs to be changed there too

indigo edge
#

that's normal

#

that's just steamcmd being an ass ^^

#

a bit weird that steamcmd behaves differently on Windows with the force_install_dir

#

on Linux it never creates this common/arma folder

#

could be that it changed recently though, it's been quite a while since I ran the script

silver plover
#

@indigo edge you can get the current downloaded mod item publish date from meta.cpp (some mods lack this) or the steam acf file

#

and compare with steam web api

#

steamcmd returns different exit codes for steam guard missing, timeout etc

indigo edge
#

reading the acf file might be interesting but I guess my current solution with checking the folder creation time and comparing it against the data on the workshop is good enough

#

it works ^^

silver plover
#

comparing acf to web api has worked fine so far for my web admin at least ๐Ÿ˜„

#

but not really stress tested yet

reef rain
#

ah I also have wip python thing for downloading all mods, creating new server instances and the likes

#

https://i.imgur.com/AlaXoEw.png does it kinda like this, you make json, then do an install with a server name rhs in this case, it downloads an arma to the path, sets up the server configs and things like that

#

only realized the Flax thing was wip the other day

lyric mortar
#

@reef rain do you use steamCMD or steam dll? how do you ensure the download completes successfully?

silver plover
#

the acf file will mark downloads as completed

#

otherwise it will list remaining bytes

#

steamcmd also returns exit code depending on success / fail and what failed

reef rain
#

Yeah the exit code is the only thing I care about

#

Am I missing something then? I just use subproccess with check_call and run it like that to download arma to a location, then download all the mods to the steamCMD location, and symlink from that location to actual pretty name inside the steam folder (not needed per se, but I do it because convenience)

silver plover
#

if you are running linux server it's required to symlink directories UNLESS you download location is somewhere inside the arma folder

reef rain
#

right now we're still on windows, just setting up different dedi now but will probably swap to linux in the future

#

I'll be sure to share what i got in regards to the scripts, once they're actually in a more completed state

#

I'm still thinking about what the best way to autorestart arma services and so is, in a way that I can easily automate without crazy external programs

simple sparrow
#

Services?

reef rain
#

hide shit, autorestart when crashing, etc, kinda useful for server thingies unless I'm missing something super obvious. That's the way we used to do it always

#

there's FireDaemon which is fancy, new wip DaemonMaster and then NSSM

reef rain
#

@lyric mortar turns out it does timeout on pretty much any download above 5GB

#

so we'll have to take a look at a better solution for that, basically just rerun the same download till it doesn't timeout anymore. THere's also some weird shit going on with it not actually downloading anything, till extra input is given (which i can't recall having to do in the past, but that seems to be true on my Desktop even now)

#

Like it'll say downloading item, but then checking network it does nothing whatsoever, then I smash my keyboard, it gives the assert fails and only then it starts downloading. Keep in mind this is doing it fully manually by opening SteamCMD and typing what i need, so its not the scripts fault either ๐Ÿ˜„

#

valve dun goofed pretty much

silver plover
#

yep, the download workshop command differs a lot from download app sadly

#

using the steamworks api you get proper downloads with progress etc but it requires steam to be running

lyric mortar
#

just that or actually own the game to be able to download mods for it?

reef rain
#

that also goes for steamCMD

#

you can't download workshop items for a game the account you are logging in with doesnt have

silver plover
#

you need to own the game for it to access most workshop items in the case of arma

#

missions are public, mods are locked

#

missions can also be downloaded through the public steam web api without any extra clients

lyric mortar
#

so whats the benefit of using steamCMD and not the steam api (besides the steam running aspect)?

silver plover
#

it's a ready made tool from valve, you need to create your own tools for steamworks api

lyric mortar
#

well yes ๐Ÿ˜ƒ

icy apex
#

@indigo edge regarding checking for fully downloaded mods I have a pretty solid method now that checks to see if the download folder is empty after steamCMD has exited. Tried it after @lyric mortar said you were looking at it too. Works well as steamCMD doesn't clear the folder if download cancelled or timed out. Means you can use it to handle crashes and user cancelling the job too. The acf is also useful but I haven't look at using that yet.

#

On that note if anyone here wants to test FAST2 before release let me know. I'm looking for people to try and break it and provy feedback to add some polish before release.

dark vector
#

did you entirely rewrite it?

icy apex
#

Pretty much

#

Some functions came across untouched but the new UI and moving to WPF meant it was just easier to start from scratch in the end.

#

It's much more stable now as it doesn't manually use text files for saving and loading if any data. It's all stored in the auto-generated settings xml files.

silver plover
#

@icy apex you should probably check the acf file for remaining bytes

#

since the acf also contains the correct timestamp last time it was updated

#

which matches steam web api

#

so one can easily check if a mod is updated or not

#

without touching steamcmd

icy apex
#

Hmm ok yeah that is useful however the acf file only updates when steamCMD launches iirc right? So you'd have to launch steamCMD to get the correct update time.

silver plover
#

it only updates when steamcmd ends

#

the update time is when the item was last updated

#

you still have to query steam api to see if updates are available

#

steamcmd won't give you that

icy apex
#

Sorry last updated time (on steam) not locally.

silver plover
#

Acf holds current downloaded revision timestamp

#

Which can be compared to steam web API

junior mountain
#

In my tool I'm parsing the folder creating time to get the time when the mod was installed.

#

But it's only for Linux servers:-)

indigo edge
#

same

#

might at some point try the download folder or acf thingy I guess

#

Steam web API seems like a better alternative than crawling the workshop page for an update time like I do now

silver plover
#

.... yes ๐Ÿ˜„

#

although the search is not that great

#

but looking up known ids is fast and nice

icy apex
#

It's weird - I need to do some more profiling tests to verify but sometimes it definitely seems quicker to trawl the workshop page.

silver plover
#

fetching a single workshop item page, ~1s. fetching a single item from web api, ~300 ms

#

and web api can do bulk fetching

icy apex
#

Hmm may have to revisit that then as I was not getting those response times. Which API call were you using to get the bulk info of the items?

silver plover
#

it's the same as for getting one

dark vector
#

believe it was that one?

#

and then you can just set amount to for example 2

#

and send multiple workshop ids with publishedfileid[0], then 1 and so on

#

on phone so I can't type out a proper example :P

silver plover
#

yep!

#

we have our own REST API on top that simplifies calls, especially searching

dark vector
#

i think there's no limit, the workshop crawler gets like 6000 entries with one call, takes like a second or less I think :D

icy apex
#

Ok cheers guys, that was the call I was using I was just being stupid and not doing multiple items from one call.

crude comet
#

Is there anything out there to make it easy to download and update steam workshop mods for a linux dedicated server? The server already has steamcmd set up, but manually downloading a workshop item is a pain and still doesn't actually set the ArmA server up to use it.

silver plover
#

@crude comet CLI or web admin?

crude comet
#

@silver plover really either would be fine. I was expecting cli. web would be even more convenient

terse drum
#

It's really weird how steamcmd is so bad considering the amount of work Valve does towards Linux support in games

#

I might need to test out that mod downloading tool. I don't want to install workshop items through steamcmd ever again

icy apex
#

@silver plover or @dark vector do you have an example API call for getting multiple items for GetDetails? Working with one but multiple doesn't seem to return correctly.

silver plover
#

@icy apex

curl -X POST \
  https://api.steampowered.com/ISteamRemoteStorage/GetPublishedFileDetails/v1/ \
  -F format=json \
  -F itemcount=2 \
  -F 'publishedfileids[0]=826911897' \
  -F 'publishedfileids[1]=1326839989'
icy apex
#

Cheers

crude comet
#

@silver plover Hey, these look cool, thanks! I notice you mention linux+wine as a supported platform. Is there a benefit to running the windows version on wine over linux native?

#

and yeah, steamcmd not letting me scroll history with the up and down keys alone is a war crime

onyx radish
#

Worst thing about updating mods via steamcmd is, that you have to use your steam account that owns arma and I have to put in my authenticator code. Thats kinda killed my motivation to code myself a script for automation.

dark vector
#

sadly there's not many alternatives though, one could offer a service to preload and cache mods for others without a separate steam account to download, but that would require money for bandwidth and storage aswell, only alternative is making a separate steam account and buying arma on it (arma can be very cheap at times)

onyx radish
#

already got 2 accounts but both got steam authenticator

dark vector
#

it's a pain

onyx radish
#

For me it is not that bad, i got a text file with all my mods and the commands so I just paste them in one after another

silver plover
#

I think I have like 10 Arma licences just for CI and stuff now ๐Ÿ™ƒ

#

especially since switching from steamcmd to steamworks

#

otherwise clients starts to log out

crude comet
#

@onyx radish steamcmd itself caches the steam login, so you don't actually have to reauthenticate on subsequent uses

#

at least... it did that for me.

#

hey @silver plover I have to say, I don't think the steam workshop search works very well in your mod manager :P but I would be happy if there were a way to add mods to the list by workshop id. is there?

silver plover
#

Yep, I was supposed to publish that yesterday but I forgot ๐Ÿ™ƒ

#

Their search API returns very weird results

silver plover
#

Iโ€™ll let you know once the id lookup is public

crude comet
#

ok thanks!

onyx radish
#

@crude comet huh interesting, might have to look into that why it doesnt for me. Thanks for the info.

silver plover
#

oh, and regarding wine, we use it mostly for OFP/ARMA:CWC 1.99 which has no linux server

#

we used to do Arma 3 using wine in the past too

#

but since a few years we've switched to host Arma 3 using Windows with x64

crude comet
#

Ah, alright. By the way I can't seem to get the web tool to download steam workshop mods at all even when I do find them in search, but if does download missions from steam worshop fine

#

@silver plover

silver plover
#

missions are downloaded from the web api and not steamcmd

#

are you using steam guard?

#

cause there is no UI to enter that code yet

crude comet
#

oh, yeah. so no way if I have steam guard enabled?

#

does the account I use for that have to own arma?

silver plover
#

yes, as usual

#

mods in workshop aren't accessible without arma being owned by the account

#

you might be able to authenticate steam guard before using the web ui

#

credentials should be cached by steamcmd

#

but that's a maybe ๐Ÿ˜ƒ

crude comet
#

@silver plover maybe this is a silly question but how does it know where steamcmd is? I wasn't asked for a path in the config file

#

anyways yeah my credentials are cached

silver plover
#

it automatically installs a copy of steamcmd

crude comet
#

where?

#

I think the problem is I have cached credentials but it's not using that copy of steamcmd

#

but I can go log that copy in

silver plover
#

I would guess ~/.config/steamcmd if you run it on linux

crude comet
#

cool found it!

#

I believe it's working fine now... thanks a bunch! both for making awesome tools and for all your help!

crude comet
#

hm nope. not having any luck. I can confirm that I can open steamcmd and it uses a cached login

#

then I close steamcmd and fire up the web admin thing with npm, and try to install a mod

#

I see this line in the console log: Logging in user 'kluotf' to Steam Public...

#

past that no sign of progress, either on the console or in the web ui

#

and then after the test, if I log back into steamcmd manually it makes me type my password again

#

so I think the tool is doing something to try to login that invalidates my cached login

#

@silver plover ^

silver plover
#

probably that the password is passed as parameters

#

I guess it tries to auth again

crude comet
#

could you make an option to have it just try to login with the username and not try to auth again?

#

I'd rather manually auth at the console every once in a while than turn off steam guard

#

and I want to say again, this is an awesomely convenient web ui, sorry I'm being so demanding...

silver plover
#

steam guard will eventually hopefully be implemented

#

ah

#

Steam Guard via Smartphone requires a unique code every login

#

Steam Guard via email works

#

limitation of steamcmd

#

so if you have email verification it will only ask once

crude comet
#

either way, I'd rather not have to use my steam guard code to update mods on the server, so wouldn't it be good to have an option to use the cached credentials?

#

ideally it should try first without a password and then try to auth if that fails

#

and if possible prompt for the password on the page so I don't have to save it in a config

#

but I'm perfectly ok with using steamcmd manually when the credentials expire. using cached credentials is the main thing for me

silver plover
#

Cached credentials are not possible with steamcmd and smartphone codes it seems

#

It works fine with email codes

#

So it seems to be a steamcmd limitation

#

Steam Guard via Smartphone is not compatible because it requires a code every time you login to SteamCMD. This is problematic if you want your servers to auto update.

dark vector
#

@silver plover yep the mobile authenticator codes cannot be cached as they are meant to be always required when attempting to login with that account

silver plover
#

๐ŸŽ‰

crude comet
#

@silver plover I use the steam app on my smartphone for steam guard and cached credentials work fine for me in steamcmd itself

#

so I dunno what to tell you

#

what I mean by this is, if I open steamcmd.sh, log in normally, and then just close it, open steamcmd.sh again, and type just login kluotf I get logged in with no password or authcode prompting

#

it's possible that when they say "steam guard via smartphone" they are referring to SMS, and maybe it's not handled the same way as the steam authenticator app. I really have no idea except that I know this works from steamcmd.sh itself

#

if you could make me a test branch that just tries login username and makes no attempt to authenticate, I could test it and see if it actually works for me...

#

and btw I know it isn't/can't cache the authenticator code itself, but clearly it's caching some kind of auth token valve gave back

#
Steam>login kluotf

Logging in user 'kluotf' to Steam Public...
password: 
Enter the current code from your Steam Guard Mobile Authenticator app
Two-factor code:ghwd9
Logged in OK
Waiting for user info...OK

Steam>^C
steam@ubermacht:~/.config/steamcmd$ ./steamcmd.sh 
...
Steam>login kluotf

Logging in user 'kluotf' to Steam Public...
Using cached credentials. . .
Logged in OK
Waiting for user info...OK

Steam>
#

I don't blame any of you, valve has pretty confusing documentation. But as you can see, this is what's happening for me xD

#

but if I open up the web interface and have it try to download a mod, then open up steamcmd.sh again myself, it requires auth again.

#

it miiight be that valve enables steamcmd to cache the credentials only on linux, because they're afraid to annoy server admins? just a random guess

#

YESSSS

#

@silver plover I have a solution

#

I had to edit node_modules/steamcmd/src/download.js. Not sure if that was your code or third party code since git didn't seem to care about it

#

but it had code to login anonymously unless both username and password were present

#

I added a third option to just provide username and not password if username is present but not password, and I can confirm on the console log in your arma server manager that I get a successful steamcmd login

#

I tested it with RHSAFRF first like a dummy so now I wait.

#

well I'm a happy camper, so I'll stop bugging you. but let me know if there's any way what I found can help

junior mountain
#

@silver plover could you, please, implement a mass log file's deleting?

#

too annoying to remove it one by one ๐Ÿ˜ƒ

silver plover
#

yes, it's on the todo

#

same with missions

silver plover
#

there is a branch with rewriting the entire frontend UI in Reach instead of Backbone so I don't know if I can convince myself that writing more Backbone code ๐Ÿ˜„

dark vector
#

@crude comet thats definitely unexpected from my end

#

i would have expected the mobile authenticator to always require you to type in a code

crude comet
#

It's like how the regular "Save password" feature in steam works. If I do have to type my password I need the auth code too but most days I open steam and it just opens.

dark vector
#

for me with the mobile authenticator i have to get a code every single time

#

so i didnt expect that tbh

silver plover
#

probably

crude comet
#

I don't know how to explain the discrepancy... All I can say is I'm happy to take advantage because this would have been annoying if I had to enter a code each mod I click xD

#

@silver plover let me know if you want details on the code change I made, or if there's some other upstream project I should be talking to for that

silver plover
#

it won't be implemented before steam guard UI is in place

#

since using cached credentials for steam guard doesn't make since until initial steam guard auth can be done

crude comet
#

I guess that makes sense... most people won't want to go in and use steamcmd manually

silver plover
#

Exactly

crude comet
#

@silver plover is it possible to host two dedicated servers with your server manager and have the servers run as different player profiles?

#

because I ran two servers with Liberation and they kept overwriting each other's save filse

#

unless I'm misunderstanding what's going on

#

wait. it might be that I changed the server profile name. apparently liberation namespaces stuff based on that...

#

so is it safe to have two different arma server instances writing to the same Name.vars.Arma3Profile file?

#

it sure doesn't seem like it. I can't figure out how to recover my save at least :(

silver plover
#

Add -name=<string> as launch parameter with unique profile per server, same as always

crude comet
#

oh ok thanks!

#

sorry I am new to arma server hosting in general >_>

silver plover
#

๐Ÿ˜ƒ

fresh flint
#

hello everyone
extdb3 problem

[04:06:15:425905 +03:00] [Thread 1652] extDB3: SQL: Initialized: Add Quotes around TEXT Datatypes mode: 2
[04:06:15:426097 +03:00] [Thread 1652] extDB3: SQL: Initialized: NULL = ""
[04:06:15:426203 +03:00] [Thread 1652] extDB3: Locked

where i do problem ?

crude comet
#

@silver plover is it possible to include non-steam mods on the server? I added another mod's folder to the steam workshop folder but it's not being picked up. how does it find the mods?

silver plover
#

it uses the steam metadata files

#

so local mods won't be picked up

#

it's possible to add local mods as server mods in the config or by adding an additional -mod=@localmod parameter

#

as long as the local mod is placed in the arma 3 directory

silver plover
#

ideally it would show both the local mods and steam mods but merging of multiple sources is not done yet

#

it's next on my todo after steam workshop is merged to master

silver plover
#

@crude comet DM me if you need for help to get local mods working with steam branch

#

we're using it so it's doable

crude comet
#

@silver plover ok I see. I'll try moving the mod to the arma folder and see if that works, and I'll poke you if I can't figure it out. thanks!

crude comet
#

@silver plover btw one annoyance I've had with the server manager is the auto refresh... if I'm on the page to change settings or toggle mods, I have to be very quick or the page just autorefreshes and resets what I've changed before I can hit save

silver plover
#

Server shouldnโ€™t be running while editing

crude comet
#

really? won't it just apply after a server restart?

silver plover
#

Stop it before editing

#

Might change with new React based UI

crude comet
#

ok... I will do that from now on... though so far it hasn't caused any issues

#

other than the annoyance of having to click save very quickly

silver plover
#

UI is refreshed with current server state while its running

crude comet
#

it does mean more downtime though

silver plover
#

Which is polled by server query

crude comet
#

well the stuff in the info tab is gotten by polling the server right?

#

but not the mods/missions/settings tabs

silver plover
#

Yep

#

Weeeell