#server_tools
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So if you add a mod in one browser tab
All other browser tabs will be updated
Or changing of settings etc
but it keeps autorefreshing even if I am not saving changes in another browser tab :P
it would probably be better to just not autorefresh when those three tabs are selected
is that a possibility?
Iβd rather disable the non info tabs while itβs running π
But new UI might change those behaviors
but there's no technical reason those settings shouldn't be editable at any time... they are launch settings and they are totally separate from the currently running process
Non in the server state no
what editing it live lets me do is minimize downtime because I can get everything set up how I want and then do a quick restart
Since the entire state is calculated server side
And all web clients are kept in sync
Server settings and server query could of course be separated
yeah!
But that would require rewriting the server states
aw I see
ok, well, I do understand the technical hurdles... there's a difference between what's possible and what's easy to refactor
but my 2 cents is that separating the live server state from configuration stuff so I can edit configuration anytime would be best
either way let me just thank you again for the server manager. it's definitely saved me a lot of time and hassle regardless of my minor complaints
UI is 4,5 years old π
ahh I see
ok! if you're redoing your ui code, then that would probably be the best time to plan for a change like this
@silver plover is there any way to set mission parameters? If I edit the server config manually will it be overwritten?
no, yes
or rather, it's not currently supported to add mission parameters, but it's technically possible to add
and as you say, the config file will be overwritten since it's used to pass most parameters to the game
Blue == Dedmen π€
BrightCandle said the same today π
Why
Dahl/Ded At first glance they appear the same
And you message a lot, Dahl is beginning to appear more though π
I'll shut up now π
Doesn't help that you keep changing your name!
π
mh?
I just knew you were on and saw a blue message name pop right as I tapped enter so read my own message back, was a surprise that is all
@jovial narwhal @silver plover :kappa:

@silver plover let me know if you ever add support for setting mission parameters, or a way for me to do it and not have it be overwritten. that would be super helpful!
with liberation it's not an issue because it has a built in feature for saving its mission params but for antistasi it was an issue
@simple sparrow Wrong channel. But if you post once more you'll get banned for spamming.
I searched and I failed. Which rcon tools (if publicly available) do you guys use/recommend?
BattleMetrics
After latest patch, when using TADST and verify signatures V2 users can no longer join the server.
Is this a Tool issue or mod issue?
Not really sure where to put this but yeah... Does anyone have any extensive information on how BE communicates with the server? From an external point, out of game, say like an RCon tool.
The bare bones I guess. The back-end code of server tools.
Thanks. Think I got it now.
Hello
I'm new to arma modding
I want to make a tool that can connect to an arma server, and get scores or something similar from players.
Any ideas for how to do that?
@simple sparrow #rules cross-posting is against the rules.. Just FYI because you violated it twice in just 5 minutes.
sorry, I crossposted twice, but havent done so after having been issued a warning
no, but I wouldn't count it as breaking the rule twice, yet I got separate warnings for the same event
Then learn fast before you get more warnings then ban.
π
anyway, tbh, you should read the rules first.
How to create dedicated server.any tutorial video?help me...π
There is an executable arma3server that comes with Arma3 or can be downloaded separately that is a dedicated server, then you need to follow the link @jovial narwhal posted to configure it
hey guys, how to i get battleye to log all scripts? i have a scripts.txt but its not creating the .log
just add 1 "" as first line
just note it will log everything and slow down the clients a lot
is this error normal? 21/02/2019, 17:16:33 : Warning: Disabled kicking for scripts.txt scans. Please update your filters according to scripts.log and add "//new2" at the top.
also im not sure how else to start, tried some defaults and they brake the mission unfortunately, going to have to run this to know what to filter out
i do have "//new2" at the start of the file
#arma_battleye probably
im blind didnt see that sorry will move there now
I just did an install of Arma 3 and tried it with the TADST and FAST2 tools but each time i try to connect to the server it just hangs there trying to connect? Now when i take a copy of their cfg files and put them into config/server.cfg and run it without the tools I am able to connect but then i get weird behavior like the cfg not using the server name specified and other various changes like a different player limit.
Does FAST2 and TADST work for anyone else? Is there maybe a new tool people use now?
Im sleep deprived and must take a break now -_-.
Both work fine for me
TADST used for years
Did you set up a mission to start upon a first player connecting? If you don't, the server waits for an admin to login and enter the mission selection screen. The screen everyone else gets is the standard loading screen
Are the startup parameters for the server correct?
@serene siren that first thing u said may be it. When i look at the mission tab it shows no missions to select?
Also i thought by default the game is suppose to take you to the mission selection screen?
When i try to use the FAST2 tool to get a mod to populate that mission tab in TADST via FAST2 steam mods tab i get this error. https://imgur.com/a/kkcDhmn
That only works for local hosted. Not for dedicated servers. For dedicated servers you need to specify the mission you want to run once players join
@serene siren Whats local
I managed to get FAST2 to download some steam workshop scenario and checkmarked them in mods but they dont show up in Missions + Client, and when i connect i cannot find them either? https://imgur.com/a/M1wJDgU Do i maybe need to move the symlinked folders to mpmissions. But if so those missions dont even have .pbo files, they are .bin files???
I don't recommend downloading missions Through the SW. Rather download them manually and place them in mpmissions
@cosmic zealot FAST isn't built to handle workshop scenarios right now. If you put a request as an issue on the Github I'll get round to it eventually.
Anyone can help me how to setup dart or brc?
how to create a server?any tutorial...help me...
@runic quail linux server? try #server_linux . windows server? try #server_windows You can also try searching the web: https://duckduckgo.com/?q=dedicated+arma+sever . I'd love to help you, but it would be great if you could ask specific questions for problems you are experiencing; there are enough tutorials already out there. π
@desert scroll...Thank u....π
https://i.imgur.com/8tsu9nO.png has anyone got any clue what's going on here, it's just started and I've made no changes to anything. It seems like it's kicking me out after connecting for what ever reason. Worth noting it works fine under wine.
Hello everyone, id like to share a tool im using for my community to restart and broadcast messages on our server. It is windows only but i think it could be possible to migrate to .net core. You can find the project here on github . Its is open-source and comes with an MIT l...
new #perf_prof_branch with fix for the kickTimeout kickID vs lobbyIdleTimeout and some new admin commands for cleaning kicks
Python API and Discord Module for BEC RCon: https://forums.bohemia.net/forums/topic/223835-api-bec-rcon-api-for-python-and-discord/
@steep estuary hm... Sorry, maybe I'm a too stupid, but need more detailed instructions - how to setup and run that module.
Ill DM you
@steep estuary same
Added a proper discord bot for it: https://github.com/Yoshi-E/ArmaRconDiscordBot
Intro After using Arma for a long time and having my own dedicated server, I always found very hard to keep my mods up to date. So I used Flaxs tool (FAST) to make the whole thing work but there was some issues. The software tend to be quite slow sometimes, some menus are not...
That seems good though Im really stupid and cant get the authenticator details in it. Anyone advise?
does anyone know of any discord bots that allow you to start and stop a dedicated server?
yeah i saw that you cant start a server with that one though
You cant? Hm
yeah you can only stop and restart
you dont need anything fancy for it.
If you have python installed you can just use something basic like this: (for windows)
https://pastebin.com/i4nhrnLB
would this work if i was using TADST with multiple profiles?
if you can start you server with a double click on a binary then that should work ^^.
For TADST probably not, its does this weird GUI stuff right?
@near swallow you can make it work though if you use "export" in TADST.
And then just copy it into the bot:
Like this: https://pastebin.com/i4nhrnLB
oh awesome thank you
been trying to do an arma 3 server but for some reason no player slots appear
using tadst
wheres the log?
what do i search there
Linux writes to stdout, Windows to local app data by default
Check at section where server loads the mission
Serverify A3 An Arma 3 dedicated server configuration tool. Features Supports latest A3 version (1.94) and almost every (only 3-4 config properties are temporarily missing) configuration setting; Supports Arma 3 startup parameters, basic.cfg, server.cfg, A3 user profile. Prof...
Arma server monitor discord bot I recently made a discord bot that is able to monitor arma server to check if they go down. Additionally it also allows user to check the amount of players on server etc. There are other noteworthy features that are mentioned bellow. In this po...
@lyric mortar Lobby idle timeout π now it's easier to config (I used bat file for configuration after new update)
Who maintains this? https://forums.bohemia.net/forums/topic/224736-arma-server-monitor-discord-bot/ @lyric mortar
it was posted by stanhope.. soo... I assume... stanhope?
It's even only him on the repo for it: https://gitlab.com/stanhope/arma3servermonitordiscordbot/-/graphs/master / https://gitlab.com/stanhope/arma3servermonitordiscordbot/-/project_members
yes, I maintain that, why?
Is there anyone here familiar with ARMA Host and Flax's Arma Server Tool? We've been having some issues adding new maps to our server recently; infinite load screens and the like, even after we nuked the modpack of anything that might be conflicting / causing issues.
Try vanilla and troubleshoot from there. There is a weapons orientation mod that causes it maybe a few more known mods.
If itβs still happening validate your servers
And finally look at basic.cfg
But should move this to #server_admins
IF you're having map loading issues, try adding loading screen fix scripts into the mission and make sure the mods themselves are all listed under the launcher. don't add a mission that has certain mods and one missing from the list. If you used a mod on the mission, and don't load it on the server, it won't load the map. It may flicker on screen showing an error in the logs but that's it. If it doesn't show errors, you'll need a script put into the mission.pbo file to fix that issue @last venture
Anyone know of a way to blacklist a specific mod on my server? I know about signing keys and what not but I wasn't sure if there were other options.
you can run a script on the players that scans CfgPatches for the mod
I tried something similar to that in the init of the mission file the server is running, but I was still able to join with the mod in question enabled
Then code was incorrect, it's surely possible the way Dedmen said
Hmm this was posted a week ago π€ will check date next time
shouldnt signing keys just solve that?
Imagine needing .bikey's for you .bikey's
I asked this question on the forums yesterday, but I'll try here as well.
Does anyone know if there is a tool for outputting server load (FPS etc.) reported by the game to a separate file or stdout? Would I have to patch the binaries myself to achieve this?
If not, are there any better ways to gauge server performance outside looking at CPU time?
just make a extension
Are there any other ways to get the output of the console excluding the default log file? I find that it only updates at certain intervals.
My ultimate objective is to be able to read the console log as a file stream and parse it.
either create a stream from the rpt and filter to whatever data is relevant
or use an extension to create another file/socket/whatever with custom data
there are a couple of premade extensions for that
Thanks. I think that should suffice for what I'm planning to do.
please share if you manage to make a tool @lament wraith
I just do
boost::asio::posix::stream_descriptor stdoutStream;
boost::process::context ctx;
ctx.stdout_behavior = boost::process::capture_stream();
ctx.stderr_behavior = boost::process::capture_stream();
<...>
serverProcess = boost::process::launch(exec, args, ctx); //#TODO This can throw exceptions.. we may want a try..catch
<...>
//hook streams and start capture
stdoutStream.assign(serverProcess.get_stdout().handle().release());
<...>
stdoutStream.async_read_some(boost::asio::buffer(stdOutBuffer),
boost::bind(&Server::end_read_stdout, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred));
oops. forgot
stderrStream.assign(serverProcess.get_stderr().handle().release());
π
and forgot other stuff but you get the idea
sadly that only works on linux
since windows output is caught by the console window
oh π€ good to know
will do @lyric mortar
if stdout/stderr worked on windows my server manager would be so much better easier π¦
and a lot of our CI stuff etc
haha I wish
Screw that console window. I wish it had a non-interactive mode for that server, but at least it works.
start parameter for that? -headless?... people would confuse that with HC π
-noUI?
I'd like the stdout/stderr even for normal usage π
now I have to copy the rpt files for our GPU CI jobs
-service maybe implies something else than no console ui
True, but so does -noUI. Could still be a console without the fancy look at that.
-consoleOutput for logs being dumped to stdout/stderr even if UI or even if RPT?
Yep, that'd be ideal.
then I only have to bribe mikero to fix that for his tools as well π
I'll bribe my todo list to add that for me
could you please fix absolute paths for linux server as well? π
sometimes life gives you lemons π
it's so annoying that it works just fine on windows but breaks entirely on linux
like, I would expect it to be the other way around π
relative being broken, absolute working fine
How would you go about outputting console to stdout? Reverse engineer the binary?
but as you say, there's at least a simple workaround
If you attempt to do that you'll get a ban

how about making sure that arma 2 oa linux binary makes its way out then @jovial narwhal ? π
I don't understand @jovial narwhal
@lament wraith EULA violations get you banned from here and BI Forums.
or removing the glx and x11 dependency on arma cwa server mode π
arma 2 linux binary is prolly the first thing I'll do
β€
I won't touch anything older than OA unless I'm being forced
the 1.96 linux server works perfect, 1.99 is only available in the separate linux game release is a bit more "special"
Ah okay. I read your post on server FPS limit testing. Isn't that EULA violation? :p
not if there is no reverse engineering involved
I guess the 1.99 linux release is made by a different company though
I know nothing about CWA stuff π
perfect, then you have some new stuff to learn π
ah, the linux version is made by Virtual Programming
VP also made the a3 linux port π€
yep
I guess I'll have to figure out why my arma cwa docker freezes
should be the same libraries and x11 runtime as outside of the container 
at least I don't have to worry about it in the future once it's solved π
@silver plover if you need help with docker i can help you. My BECTI OFPS server is running on 2019 server core, with docker
and all the configs are stored on gitlab and we run and restart server using CI/CD pipe lines π
BECTI? that sounds like arma 3 π
arma 1, 2, oa and 3 servers works fine in docker. arma cwa, not so much
or rather, it probably works in docker but I have yet to figure out which of all X11 thingies that broke it
Arma CWA linux version sadly requires both x11 and glx to run, even with the server parameter
there is no dedicated linux server binary available, only for OFP 1.96
I tried to use the same glx and xvfb-run wrapper as our linux lxc boxes but it freezes somewhere during startup
haven't had time to run strace etc as that requires some escalated permissions for the container
@silver plover I'm attempting to use the docker version of arma-server-web-admin, but I'm running into segmentation fault issues when starting it from the webui, I can run the ./arma3server and it works off the mounted volume via host, but for whatever reason I can't seem to get it to work with the container. (I've given it gid/id's with full r/w/x perms on all the files within the arma3 directory) You got any suggestions on what to look at to troubleshoot?
X3DAudio1_7.dll
XAPOFX1_5.dll
msvcp120.dll
msvcr120.dll
vcomp120.dll
vcruntime140.dll
this are only files u need
ADD Files/ C:/Windows/System32/
@grand glen Linux containers rarely use C:\Windows\System32
@simple sparrow wrong path somewhere in config perhaps? I.e. the environment variables or the volumes
could be some dependency missing in the image as well, quite a while since I used that one
you could probably check that with ldd or ltrace/strace etc
ADD Files/ C:/Windows/System32/
Never add random files you download from the internet to system32. very bad idea.
who said u download them lol
if you pay attention to chat i mentioned that i am running on Server 2019 CORE
You are telling him to add files which he doesn't have (as he's on linux). Adding files which one doesn't have, need to be gotten from somewhere.
sorry i must off misread his OP
All good. It gave me a chuckle.
@simple sparrow did you figure out the docker quirks? or should I make sure the image works?
No. I had a finite time to work on it before trying other options. I will say it works great until I try to start a server. I like the ui
I could try to find some time to verify it
I don't remember arma linux server requiring any new dependencies
Its docker so I didnt think that would be a problem other than maybe kernel version
could be missing library but I don't think so
Otherwise I know my kernel is older than the usual distros. (Centos 7)
ah, wait
I remember something in regards to this
someone tried to use it with unraid
and the default config didn't allow binaries to be executed
and Centos is a bit more security oriented
Noexec?
Hmm. Not sure where the config for that is. But I remeber reading about it
that could definitely be it
in your docker and/or docker volume mount
and/or partition mount
so many tiers of permissions π
what partition is arma mounted from?
is that mount marked as noexec?
Ill give it a shot when I get off work. No way to know atm. Also chmod 777 was done the directories and added docker user as owner. I do if that helps.
is it a bind mount perhaps 
mount should give you some hints
is it a "real" linux machine?
or like docker for windows?
Its a full box. No vps or vm
running mount inside the container should tell you how the volume is mounted at least
plain docker or some orchestration?
Just docker create && docker start <container>
Straight off from a sudo user
And the -v \arma3:\arma3
-- thinking from memory
i'm trying out your web panel as well, hope it goes well
@silver plover Sent u a DM with the details of the server just so you got accurate information for repro.
In an hour or so, I'll be home and I can then check on that noexec param / whatever for centOS.
π
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only on enterprise/customized plans afaik
can cloudflare apply with those kinda game servers?
Not within your budget. Your best bet is moving to a host that does game-related ddos mitigation.
OVH/SoYouStart/Kimsufi have anti-ddos
Sys and ovh have game specific on their game lines and those have arma specific filtering.
Whats good server hosting and how much do they charge?
OVH / SoYouStart are pretty good
Alright cool
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I want to open a server
Thatβs a noble intention π
One thing you should know before opening one is that you dont play anymore...
Once you start running a server you also start making configs, then eventually you start looking at making models.
Because "if one thing would just be a little different it'd be great."
,+
@prisma crane if you have any issues regarding hetzner i can help out, long time customer on there
@here Hello everybody
Tell me how to configure custom faces on the arm 3 server?
custom faces dont work
they need to be addon
also @ here wont work either. it would be rude to ping 20k people
face.jpg should still work?
it "works" but the shaders can mess it up
Yeah, no custom rvmat without addon
well, if the face shows
on the server but when you enter the arsenal it turns white
as I understand it, I am writing to the wrong channel
I had a couple questions about running a server:
-
For you guys that run Servers, what type of mods caused the most 'lag'? Is there a way to see if any specific mod is taking up a lot of resources?
-
I'm using TADST to run my server but could use some help optimizing it for my home server, etc if anyone wouldn't mind?
-
in short; everything you load / execute on the server will cause lag, both for server and clients.
Longer answer; any mod which is using a lot of scripts can and will cause some server/client lag, depending on how much and how good/bad it has been written. Mods which only add content will also add some stress on the server, but is mostly RAM wise. However to know which ones are what and what their impact are requires you to know each mod inside out.
And server/client lag is not only caused by mods, but also by the missions you run, since those can also have bad scripts which hog up resources. -
By default Arma3Server will have good performance and I would advice not to tweak stuff unless you run into specific issues. My experience is that most performance issues are caused by either bad mods/missions (see point 1) or bad hardware.
hey guys
what tools do people use nowadays to runs servers on Windows?
I used to use TADST, and that seems to have gone out of date
I also tried FAST, and FAST2, but seems to be deprecated and super buggy now.
Tadst is work fine for me but you can use your own .bat file
We have just been using Arma3sync to run the parameters and manage the mod list.
TADST is functional for small servers, otherwise you could try FASTER or perhaps Armaremoteadmin
TADST started having issues with headless clients for me, which is why I dropped it and moved to FAST.. but then FAST completely stopped working, started crashing out almost everry time I tried to use it on recent Arma versions
Does anyone here have experience with FASTER? FAST was always super simple, but buggy.
I don't understand you guys, what has a config generator todo with the amount of players on a server
If you are not sure what the config generator does look up the arma3 how to setup a server wiki page for documentation
Hi, anyone got experience with Arma3Sync Repo Builds on Linux? Processing SHA1 signatures takes bloody ages, on SSD Storage with 10 cores and it is basically just using 6% CPU usage
make sure you're using an update to date jar, the older ones are a lot slower
it can take some time if there are lots of changed files
or if you've deleted the old zsync / hashes
Why doesn't it just use the hashes that are stored in the pbo's already :U
not all files are pbos π
sounds like a new task for you π
My updater already uses pbo hashes
its a shame they don't use any of the public source management systems
its a bit too annoying pulling down their svn, making a patch file and sending it away by email
and that all their files use serialized java objects instead of something more interchangable
seems to be an issue in regards to vdisk performance of the linux machine, combined with the fact that I am doing some rsync magic beforehand which might destroy my existing zsync files
I've updated my Linux server tool to link/unlink a MODs to servers. It now provides a server selection just from a pseudographical interface.
Does anyone know if the query protocol is documented anywhere? I am assuming this is how sites like gametracker get information about the server such as playercounts etc.?
"Steam query protocol" -> google
Ah, that is what it is called. THanks
you can also use Steam Web API for server queries
Updated my modlink.sh script.
Added:
- it is possible now to remove selection from all selected mods at once.
- it is possible to load mods from a mod's compilation HTML file, created in Arma Launcher.
Fixed:
- temporary files wasn't deleted after script execution.
Some improvements.
I'm looking for a way to capture and replay players (human) inputs for testing, I'm thinking of capturing every UDP packets from clients to the server and replaying. Any Idea if this could work or would steam (o even arma) authentication forbids me from doing that?
Any documentation on the client/server protocol is welcome
I doubt it's allowed to catch UDP packets and get into the protocol, since it's a security risk (and most likely not allowed by the EULA of Arma).
There is a function to record unit movements (BIS_fnc_UnitCapture), although that's client-side (which could be send to the server, but will most likely cause a huge amount of lag).
the point would be to compare performances of different server settings during the same action and choose the best ones
I'm thinking of capturing every UDP packets from clients to the server and replaying How would that even work...?
tcpdump on the arma port, done. the problem would likely stems from authentication while replaying it
Duh, yeah!
that's why I was asking about the protocol
And far more issues than that given you don't have the pings the clients had...
I mean...
to test server performance; simply create a AI heavy mission (eg. 2 large armies fighting each other), run it on the server and log the server FPS for comparison.
since Arma is becoming heavy by AI and scripts, not by players
Anyway, what was asked was Any Idea if this could work and the answer is no
I guess I'll have to try it on my own then but I was hoping getting some info on the protocol used for data transfers between clients and server
Grezvany13, the perfs I want to test are those in PVP so that's why I was thinking of replaying client data
I was hoping getting some info on the protocol used for data transfers between clients and server Is there any multiplayer game that requires secure communications between client and server that provides that? Honestly don't know
any MP game that handles profile data requires a secure/encoded connection
And I'm sure it's technically possible to catch and replay data from clients and server, although I would be very careful when it comes to the legal part of the idea.
sure but any game server running locally can have the data sent to it decrypted too as you have the key and even the process memory at hands
I really can't see a problem with that, if needed I can always launch my server, launch my client, connect and do some actions for 5 minutes, restart my client and do the same again. Then merge both packets flows to simulate two players (x players really) doing different things at the same time. Then I can get a baseline to test my different server settings against, no harm done there.
the only problme I can anticipate here is the authentication, everything else can be simulated (or given it's asynchronous anyway just replaying the capture should lead to the same simulation)
The only info available (afaik) is: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding
Which means nothing, other than knowing which ports to catch
fair enough, I'll try my ideas in the next few weeks, maybe it can work
I kind of understand your answers now, all I found about the network protocol was reverse engineering efforts on cheats forums and it looks like the protocol is not a dumb one, looks like I won't be able to do packet replays in any way :/
I didn't think there was so many people trying to cheat at this game but I guess its proximity with dayz is also an aggravating factor
I guess you could try a couple of things:
- as explained before, try to stress the server with AI/scripts which will tell you if the server is strong enough to handle anything
- play on the server with low ping / low FPS / etc. to fake a bad connection
Not sure what else there is to check, since clients usually aren't the problem in missions, it's the mission scripts, mods and AI which will cause issues.
eg. a decent server can easily handle 100+ players when just walking around and shooting each other, however that same server can break with 10 people and a lot of mods and scripts.
For 1) I'm not sure the AI would be close enough to human players doing their things like checking their inventory, boarding vehicles, checking its inventory, then changing seats for example, that must have an impact on the server load that AI don't have (especially when you don't use any AI in missions).
For 2) faking a bad connection even locally is rather easy to do just by changing your ping or adding jitter, the real problem comes with "scripting" human actions ; that's why I thought of using packet replay to simulate human players, I don't want the added load on the arma process executing local scripts, that would be unrealistic.
The point of that was benchmarking different settings and trying to get an idea of the impact of each server settings on performances, if I can run 50 times the same tests with different server settings I can start to get an idea on what is impacting perfs in detail
You could have a (eg.) python script simulating player actions (will be a pain to setup though), and connect multiple clients to a server and run those interactions.
Although I guess the main issue would be having multiple clients (unless possible through headless clients).
A last idea could be to use BIS_fnc_UnitCapture and execute those by headless clients, so the server doesn't "know" the AI, or has issues running the scripts.
However a quick search doesn't look promising using UnitCapture on dedicated servers.
yeah it looks harder than I thought, didn't think about the cheats aspect in this game because I only play private Zeus missions :/
@orchid token network replay won't work, and player inputs aren't transferred over network anyway
And also if you even attempt that, its a EULA violation
I thought the protocol would be a simpler one that it is, didn't take into account cheaters and found out even them struggle to decrypt the traffic
Hey, i'm interest who is using a rcon and which one are using?
Dart or bercon here
infistar vision
dart or bercon when you need a simple free tool
Battlemetrics if you want the best out there, its 10 dollars a month
Anyone here familiar with making a server with a persistent virtual database, like wasteland.
ServerifyA3 - dedicated server control tool, 1.5.0.0 has been released
https://github.com/igorkis-scrts/Serverify-A3/releases/tag/1.5.0.0
@old spire @lyric mortar #rules "no links without descriptions"
please add one, here too.
10-4
ServerifyA3 - dedicated server control tool, 1.5.0.0 has been released
https://github.com/igorkis-scrts/Serverify-A3/releases/tag/1.5.0.0
@old spire Linux lgsm... work?
no, windows only (since it is on .NET/WPF)
could it be migrated to .core? π«
well, it's already on .net core 3.1, but WPF is not crossplatform
so, basically, app needs whole new UI
π«

Hey guys.
I've made a PowerShell script that simply runs a server with mods. No-nonsense.
Check it out. https://github.com/Cambusta/Arma3-SSPSL
Isn't wpf ui stuff being added to
.net core 5?
By the way we are working on a cross platform arma hosting interface (mods and server config), should become an open source release in a month or two
It's planned to release sometime after NET 5 I believe, don't think it's going to ship with the framework update directly
WPF is dead at this moment, MAUI is the brand new crossplatform UI framework from MS, which will be released sometime after .NET 5 release
I think the talk was .NET 6. And MAUI is basically xamarin.
@old spire So this would work great for installing an EPOCH server?
not sure about great, but it would probably work
imo, FAST is better than my tool 
Never used it. I'm used to hosting servers for other games but its been awhile since I got down on Arma3 and Epoch and wanted to relive the glory days, haha.
I have a dedicated server, just been browsing for a good dedicated server management tool for installing arma3 and epoch with mod support.
Honestly, if I find an easy way to put my code into linux, it will be my priority.
For now, the UI framework I use it not compatible .NET 5
Steve Sanderson @ Microsoft is working on/showed off Webwindow at some point, essentially something like Electron, but way lighter and smaller
probably worth looking into, as you could then build a rich UI with Blazor WASM (html, css)
(which runs on all operating systems)
looks interesting, perhaps time to get back into .NET
Or just use a browser as client removing the need for RDP/VNC etc as well π€·ββοΈ
Hello, i'm sure this was asked a lot just by googling this for hours today without much success
i'm triying to use DaRT to manage my server... but cannot connect at all...
[2020-10-29 | 22:29:15] Failed to connect. Please make sure that you properly set a password in beserver.cfg and the server is running.
i have BEServer_x64.cfg and BEServer.cfg in the Battleye folder (and BEServer_x64 changes to BEServer_x64_active_5251 when the server is running...)
The content is:
RConPassword MyPwrd
RConPort 2302
Can someone help me a little with this?
make sure your RCON port is not the same as the game ports
https://forums.bohemia.net/forums/topic/190168-battleeye-rcon-new-settings-tutorial/
tell me that i don't need to restart the server to change that...
well, you need to change the settings of the server, so yes, you will need to restart the server for that
okay, thanks... i will try that, but i think that i also tried, don't remember at this point tried too many things
that worked, i was using port 2302 and tested in the afternoon with 2305... just moved to 2310 and worked like a charm, thanks a lot @ember plank
Progress 
im sure this one is gonna be handy for people π
it tracks bikeys too meaning old bikeys of a mod get deleted and replaced with bikeys from the newest version
@dark vector are you tracking missions too? if so, what about mod dependencies? (mission.sqm/addons[] vs config.cpp/cfgPatches)
@lyric mortar no, just mods and their bikeys at the moment
currently, if you install a mission, its going to put it where the other mods are and attempt to load it like a mod (it doesnt differentiate between missions and mods)
also no dependency fetching or anything, its just plug a workshop mod id into there and it will keep it up to date and copy its bikeys to the keys folder when necessary
however I can imagine a simple help for downloaded missions
since its always going to be 1 pbo with no addons folder, I can detect that and automatically copy that pbo into the mpmissions folder when the workshop item gets downloaded/updated
You can check the workshop item type as well
Yeah prob will do that then
that "installOrUpdateAll" should probably not be a GET? In case browser or some crawler triggers it
I think he will have some sort of authentication and authorisation in place
at least it is really easy to have in webapi
browser prefetch, url autocomplete and what not π
also not very RESTy to make state changes with GET
but maybe its just a list of mods that needs to be installed or updated
@silver plover yeah, shouldnt have been a GET π
Is there a Linux tool/.py script that helps in updating ARMA and required workshop mods? Thanks
LGSM Tool for Arma and a lot of different scripts and complex tools for mods
It's depends...
@junior mountain I'm looking for something that will help automate Arma / Workshop mods updates in Linux
I meant exactly that
LGSM can work with Arma server in workshop, and with a branches too. And many other tools can work with mods. Including my one. Some of them has web interface, some has a GUI, and some are created to be run in a CLI.
@wary holly check: #server_tools message
Or you can try my SHELL script
https://github.com/Varrkan82/Arma3-MODs-Updater-Downloader
excuse me everybody , i connect server all the time card interface , can't enter game task hall is how return a responsibility.
@next condor #arma3_troubleshooting
I am tinkering with FASTER right now. When it comes to mods, do I need to tick server & client both for mods to work?
server for server side only, client for both server and client
Nope, just client. Server is for server-side only mods - Like advanced rappelling
Also if you have any questions specifically about FASTER, its worth joining their Discord.
https://discord.gg/2BUuZa3
They are really helpful!
Ok, I am trying to run an escape server.
Thanx!
can someone help me get my server up and running
would there be anyway for me to get someone to setup my server. im happy to pay just really want it done
does anyone the display and idd of the map in the spectatormode? like in https://community.bistudio.com/wikidata/images/8/85/BIS_Arma3_EDEN_VirtualSpectator_4.jpg ? i would like to give this to the people on our server but prevent them from having a map esp
@lime atlas #arma3_config
Hopefully this is the right place π I want to set up a Sandbox server for myself and my friends, where Anyone can spawn any item and just play/practice. Could someone recommend which mod I need for this?
You can make a mission yourself with auto respawns! I make some for my community and it can all be done with no mods if you need to
Is this where I can ask if network utilities from portforward.com Is safe to use?
Anyone know of any tools that setup the -mods parameter for a dedicated server?
I got 52 mods and i really dont wanna type out each one
FASTER, it you can install mods from a .html file, and you can use the GUI to select which mods you want for -mods and -serverMods
In fact, you can scroll up in this channel for the Discord link
sniff that's beautiful. Im in their discord
@hollow atlas Yeah i cant find a way to make a-mods and -servermods, Ive imported the list but theres no option
Have you made a profile for the server?
The + button on the left, you can select mods and launch the server there
The whole command line is copied to your clipboard when you launch it btw
Thanks, I can copy/paste that to where I need it
it should be singular form, -mod= and -servermod=
Shameless plug: I made this https://github.com/gyf304/lpvpn to run VPNs (virtual LANs) on top of discord's networking. No installation required. Open-source.
cool π
would be nice to have BIKI page to refer people to this
Nice
Just gauging if there's interest. I made a python script that downloads mods from a collection and puts them into their own subfolder and edits the name so it's linux friendly. Also if used on linux it unzips the file and deletes the zip. What sets it apart is that it doesn't require the server account to have arma purchased. Instead it uses steam workshop downloader to download the files. It can also "update" a mod by redownloading it fully and this is done by simply removing the folder of the mod and running the script. It's kind of a messy script so before putting the effort into cleaning it up, I wanted to see if this is something people want. Cheers!
Both of those require the steam account of the server to own arma3, no?
Yes, you're right. These are need a steam account
@rocky grotto steam web api or actual steam cdn?
that's the steam web api
it does not serve workshop assets other than missions
for mods the file links are empty
Could you elaborate? Are you referring to the website I linked above?
ah, they've added a wrapper on top of steam cdn as well now
previously they only had steam web api integration
Yeah. Only now I see there is a steam cdn client. Might start using that
probably the most complete implementation of steam cdn
that's the cli client, most logic is in the backing library
That's awesome
the account used will still need to own arma 3, just like steamcmd
Ah, I see
Does the https://steamworkshopdownloader.io/ integrate with steam cdn via an account that has most of the games owned?
dotnet DepotDownloader.dll -app <id> -ugc <id> [-username <username> [-password <password>]]
There it is, yep
@silver plover On your arma-server-web-admin, how would you change the difficulty settings? Seems like it's not using any of the profiles in the Arma 3 - Other Profiles folder. (Linux)
it will use either the default or whatever profile name you pass it to use
we handle our custom difficulty settings as a pbo
oh right, forgot about that parameter
Here it is, it's pretty basic as I'm pretty new to Python but it was fun to make and it's also my first repository on github so let me know if I messed something up
Disclaimer: Using the pre-existing tools that do require a steam login is a lot more efficent in that you don't have to manually keep track of which mods need to be updated and you also don't have to redownload the whole thing
you can fetch collection info via steam web api
POST https://api.steampowered.com/ISteamRemoteStorage/GetCollectionDetails/v1/ with form body collectioncount=1&publishedfileids[0]=$id
you can also query when an item was last changed via steam web api
POST https://api.steampowered.com/ISteamRemoteStorage/GetPublishedFileDetails/v1/ with form body itemcount=1&publishedfileids[0]=$id
Oh nice! Thank you!
Alright thanks to Dahlgren I've added some update functionality that doesn't require having to delete any folders manually, it'll check for the latest mod update on its own
You could also replace the chromium driver with just calling steamworkshopdownloader.io API directly
I wonder how long it will take them to lock that down
Hm, that's a little too advanced for me atm. How could I look into the website's api?
You can inspect the traffic in your browser
tl;dr; is that you make a request to the assigned CDN server with POST /api/download/request and the file id you want. That returns an UUID. That UUID should then be used together with GET /api/download/transmit?uuid= to the same CDN server that will do the actual download
I've got it working. This eliminates a massive bottleneck as far as speed is concerned
I'll be implementing it in the next day or two and moving the selenium based one to a different branch as backup in case they change the api
Or of they block it
Thanks so much for this help, it'd never occur to me
Hey, does anyone have any info on ArmaRemoteAdmin? In terms of whats going on on the open source release?
I'm sure they'll announce it when it happens π€·ββοΈ
Hey guys. I'm trying to tweak an existing mission (KP Liberation) to enable the Global channel
I've unpacked the PBO & edited the description.ext to remove the config I needed to.
Now, I'm trying to rebuild it with armake, but I'm getting a syntax error
idc = 203;
error: Failed to parse config.
error: Failed to binarize some files.```
The line causing the issue is actually immediately after that: `style = ST_TYPE;`
Apparently, referencing this constant (that is defined in defines.hpp) is causing an issue. I'm not a mission maker nor a C programmer so I'm not sure what's wrong
If anyone could point me in the right direction, that'd be great
Maybe I dont' have to do all this to allow the Global channel?
No idea about armake, but I guess you made a mistake in your description.ext
Which does not have to be at that line (usually before that)
That doesn't seem to be the case
Sorry, what do you mean with remove the config you needed to?
disableChannels
figured I ask here, does anyone know what happened to arma remote admin? I've sen't an email weeks ago asking about the new self hosted tool but they haven't answered.
Tool in question: https://armaremoteadmin.com/ discord link on website doesn't work
From their Discord (~~https://discord.gg/kweKfJV~~ https://discord.gg/xU2TRED):
At the end of this year (31.12.2020) we will ultimately shut down Arma Remote Admin entirely. We are unable to make a promise on whether the replacement software RGSM will be available for public use by that date. We encourage users dependent on a management tool to look for suitable replacements prior to the shutdown.
thanks!
I switched to Pterodactyl Panel, and I highly recommend it since it's free and open-source. Does require a bit more advanced knowledge to setup compared to ARA though...
I also rewrote their Arma 3 egg (which is now officially merged) so it's not broken anymore, and even supports mod downloads and headless clients π
Yeah that has been one that we have been looking at along with the egg for it.
Hello guys, im looking to make some clan internal api utilities, and i was wondering on how take information (like alive or vanilla) and send it straight to my api-server to process it. Any suggestions on where i can get some information ?
Nice, i found some url fetch extensions. Not the best documentations, buy hey its something
A small heads up, dont start with the standard rvExtension function but the Args one, way cleaner code and way easier usage
And check out the ExtensionCallback, might be usefull
Awesome, thanks man
some whispering about intercept in the background π
Yeah that is the next step, but i think as a beginner the vanilla extensions are enough
Is there a similar server manager like OmegaManager that runs dayz?
FASTER or WindowsGSM
Anyone got any good solutions for mission DBs?
I have been trying to get https://github.com/Tanin69/gdc-toolbox to work but I am not getting any where and we are in desperate need of a mission DB that isn't just a google sheet.
I think he wants a database with missions
Oh. Do those even exist?
I am aware of two. One that my community was using, and the one that I linked above. Making some progress on getting the above to work but I am far from a node.ja developer, and know very little about REST API.
Plus it's all in French, though I know how to google translate so working on that.
Uh InterceptDB needs to be updated to return results as hashmaps π
Anyone have an issue when they are launching a server (provided by ArmA Hosts) where the server didnβt pop up in the server browser but the server is up and running ?
So i think this would probably be the best place to ask this. Anyone happen to know of a method of simulating the load on a server of 50+ players without having the players themselves be there? Been looking for a way to test this as the server tends to become a lot more sensitive to inefficient mods/scripts when reaching larger player counts. Could also be used for testing basic.cfg settings it possible(would depend on the method used I suppose).
man if there was a way for that that would be sweet
but I never found anything like that π
connect 50+ HC's from different machines would probably be the closest thing to real players
Nah, you need position updates, vehicles and guaranteed-packet traffic to emulate anything like a real server. But I would sure love to spin up a container doing all of that from a git pipeline... but I thing in that case it is easier to just get 50 people
assumed as much
I guess you could run a ton of clients from a server but I think you would actually need multiple boxes to pull it off
Easiest way I can think to simulate a bit of load (not a test of network load, and all the other factors players add) spawn a bunch of AI (on HC/server), make them invincible, infinite ammo (never reload), and have them constantly shooting each other.
Just a theory, shouldnt a HC be able to create that load, basically boot up some as much HCs as you can (not local to the server) and let them control 1 AI
could be something to try
All hamachi will do is allow them to connect to your computer as if it where a LAN/Local server. If they are not connected to you through hamachi first, the server wont appear. The server will also be in the LAN tab not the internet tab. Also, only use Hamachi with those you trust as it will give them access to your LAN ofc.
I would reconsider using hamachi for game servers, it will add a decent amount of latency and overhead.
I got a question about server hosting,before infamous 2.0 update my friend could easily host a server for us to play without paying (or doing something like that) but after 2.0 he cant.Has BI changed how servers are being hosted or we cant get it done?
no, same as before
Hmm,then its probably on him
anybody here familiar with serverifyA3? i'm trying to add my vote commands to you server but theres not option to do that so i'm manual doing it in the server.cfg but when serverify launches the server again it takes my voting commands out
Try using FASTER instead, updated version with constant updates and new features!
looks very similar, so nothing new to learn really
im trying to get pbomanager so i can make missions for my group, it constanly gives me 404 errors
anyone know how i can upload or open a pbo in mission or eden edditor
you can also use bankRev from Arma 3 Tools or ExractPbo from Mikero's for unpacking if you want. PboManager is just the most convenient. That said, does the context(right-click) menu contain a pbomanager section if you right click on the pbo or a folder? And if so does that work?
What's the best tool to use to pack / unpack multiple pbos at once
Looked at JAPM but it doesn't always work for some reason
a batch script calling Mikeros DePbo? π
what is the usecase specifically?
windows desktop?
select multiple, right-click -> unpack ?
That would be the dream.
I'm working on that, but it'll still be a couple weeks
Would be very useful
My new project also lets just double click and open/edit a pbo files. Like zip files in windows
Not yet, once its done far enough I'll push to bohemia github (So is my plan atleast)
Sure no worries
mikeros toos can unpack whole folders or folder trees
and put stuff in correct place on P: drive
extractPbo
documentation is in the install folder
Any good Linux Server mod management tools?
Linuxgsm is pretty good Just realised you said mod management tools, no idea about that sorry.
ok straight forward, how do i bypass the "Invalid Keys" everytime i boot up my server and try to join, my server has the mods, i have them, but all the mods are unssigned and i wanna get around it and i don't know how too.
verifySignatures = 0; in your server.cfg
anyone willing to help? new to creating server in portforwarding
yes me
Check RPT for any issues during startup
Hey all new here just curious if there are any recommendations for dedicated server gui utilities (windows)
FASTER


Hey guys, i am having some trouble with settuping a server. I click UPnP and it says that the UPnP is not allowed on my router i check manualy and with my provider as well and they are saying it is... any tips? i never had issues in the past until i moved and swiched the provider. Is there a way i can check if my UPnP is working
?
UPnP - is not a best solution. It could cause longer server starting up. Better to use a manual port forwarding. Look in this side.
is there someone that can help me figure out why my servers not working im using a server hoster called host havoc
please head to #server_admins and explain your problem in more detail
ok
Good afternoon, I have a little setup question. When you connect to someone else's server, a window opens with mods and the ability to subscribe to them. Can't find information, how will this be achieved?
Sounds like peeps using the launcher to join
Yes, but when I go to my server the list of required mods is empty, but they are installed on the server.
Did you set up the command line?
If you are talking about launch parameters, then yes. There are mods on the server, if you go to it with mods enabled in advance, then everything is fine. The problem is that the person who logs into the server through the launcher does not see the desired list of mods and, because of this, cannot enter the server.
Here is an example when you look at the lists of mods on other servers. (Sorry for not being in English.) Doesn't display more than one on your own server. https://skr.sh/sACpNjDlMkq
if you're using -servermod=... those wont show to clients, you should use -mod=... for any mods that are required to be used by clients
Oh yes. I think I got it, thanks. I'll try this. π
@silver plover @clear brook Everything worked as it should. Thank you very much for your help! Have a nice day and mood.
Has anyone ever had their SteamCMD download script glitch out and finish downloading but only have folders and no actual files? I just lost 15 gigs of mods due to this happening combined with a later part of the script overwriting the old mod files with the new empty mod folder.
SteamCMD doesn't work to well on servers with high bandwith but not enough cpu power and tends to result in corrupted downloads
Try limiting your downloadspeed if possible
hmm, interesting. its odd because it's worked great in the past.
I assume the command I'm looking for is "set_download_throttle"? Any advice for what to set it to (current average is around 95 mbps which is 100% usage)?
if the download times out it can be restarted to be completed
Is there a good method to monitor/log ServerFPS from outside the game? i.e not using the #monitor command as admin
There's a mod that allows your mission to send messages to discord, probably not exactly what you had in mind but it could work
Zulu Headless Client has a FPS monitor on the map and an option to record it to rpt logs
You can send game metrics to influxdb or prometheus and graph in grafana
Are there any server tools out there for Windows besides FASTER that provide an easy way to download/update workshop mods, configure server, etc? I love the FASTER UI but recently it's been pretty buggy and have had to resort to doing mods manually via SteamCMD for now.
If you use the ISteamUGC::CreateQueryUserUGCRequest with the k_EUserUGCList_Published value for the list type, that will return all the items the user created, including the ones they were marked a contributor on. Then, when you retrieve the SteamUGCDetails_t, you can compare the m_ulSteamIDOwner field with the current user's steam id. If they do not match, then the user was a contributor, and not the original uploader.
i asked steam support how to get items a user is contributor on
just got a response
Uh interesting.
But I think we already used exactly that to fill the publisher list.
Thanks I'll double check that
Anyone got experience with FAST2 here?
FASTER, yes
"Cannot reach Steam API"
help
I tried to find some troubleshooting guides, but only found closed git report
FASTER is the newer version of FAST and FAST2, you may wanna take a look
ah, thank you
love you

To be able to download mods with steamCMD, do we still need a steam account with an A3?
yes
is that mean, for delicate server, we need buy one more a3?@silver plover, do i have any way to avoid buy a new a3?
Just buy it now, while its still 75% off π
to download mods from steam cdn (workshop) the account used must own arma 3
Good time of day. Tell me please. I made a map in the terain builder I want to make sure that the objects on the map do not collapse (fences, gates) is it possible to put it in the map config?
I think this is more of a #arma3_terrain question.
is there a working link for TADST? i cant seem to find a working link anymore
FASTER ftw

Anybody have any sweet linux tool recommendations for running a server/downloading steam workshop mods from some sort of headless interface, ie. some sort of web interface?

yes
I run a management web interface using C# Blazor.
https://github.com/dedmen/DepotDownloader/tree/WolfCorpsPatch I use this slightly modified so I can very easily include it.
_steamDownloadRunning = true;
ContentDownloader.Config.RememberPassword = true;
ContentDownloader.Config.DownloadManifestOnly = false;
ContentDownloader.Config.CellID = 0;
ContentDownloader.Config.VerifyAll = true;
ContentDownloader.Config.MaxServers = 20;
ContentDownloader.Config.MaxDownloads = 4;ContentDownloader.Config.SuppliedPassword = password; // in case we try to use cached login, but its expired, we can reuse the password ContentDownloader.InitializeSteam3(username, password, getGC, logWrite); ContentDownloader.WriteToLog = logWrite; ContentDownloader.Config.InstallDirectory = Path.Combine("depots", "107410", $"@{itemName}"); ContentDownloader.DownloadPubfileAsync(107410, itemID).Wait(); ContentDownloader.ShutdownSteam3();
And then thats all the code needed to run it.. basically.
Can anyone tell me why our server isn't grabbing keys properly? I have it set up for verifySignatures=2;, and I put all the mod keys in Arma 3 Server/keys, and Arma 3/keys for good measure, but it still doesn't allow even SOG, saying it's not properly signed
Evening, i'm looking for some guidance regarding the above. I'm also trying to key my dedicated windows server to work with the CDLC content. Anyone have some pointers?
Hi, maybe anyone can tell me whatβs the issue. When i run my server through 4net hosting and upload mods to the server, everything appears to be fine, but then when the server download all the mods for the users that tries joining, the mods go as βmissingβ on the launcher and you cant connect to the server, because it says sometging about βContact server admin, and about a key not signed by this serverβ.
You have to upload the bikey files from the mod folders to the server
Any good server managers other than FASTER? It's getting way too buggy for me lately, won't even load the correct mission names anymore.
windows or linux ?
Windows
You probably arenβt saving it. A lot of the time when I click close on Arma it still stays open and I have to kill it via Task Manager. Check that out as thatβs probably the issue
Also would recommend sticking with 1.7c rather than 1.8, until at least a few releases down the line.
Does anyone know wether or not 4NETGUYS is a scam company?
3.75 euro for 12 months is a good fucking deal but i feel like i'm getting scammed.
3.75 euro for 12 months
too good to be true
And if you google that company name you find...
Sooooooooo.... yeah maybe stay away
dedmen is violating discord rules! d__k, p___y 
(to be honest I am attracted by the story of the second last search result though
)
I think you mean 4netplayers? Completely different thing
And it's 3.75 euro a month, not for 12 months. Which is doable but do not expect good performance at all. Even for 10 slots.
Does anyone know of a tool to spit out a -mod= startup parameter from a html modlist?
perfect thanks
anyone know if there is any way to possibly connect a google sheets and an arma server in any way? (api or anything)? tryna make EoL attendance tool rn
at least some form of way to get steam64 or so from the users connected maybe
There is no tool I know of that can do that but I would check out Pythia, it would make it fairly simple to implement. The methods I've employed that have proven to be pretty good is to setup a websocket server (can be implemented in python, nodejs, etc) that is always running and then utilize Pythia with a websocket client to receive/transmit data.
thx!
A very crude way that wouldn't require any extensions would be to diag_log on the server with some sort of formatting that is easily extracted and have a scheduled task that runs a program that iterates over the RPT files from the server (for that day/last X hours) to extract attendance data.
if you log your server_console to file it should contain the user name and steam UID of everyone connecting, you can read that.
You can add MODID/ urls from the workshop, HTML exported from the launcher, IDS copied from the clip, local modules and so on to identify and download (using Steamcmd). Automatically configure the BE anti-cheat basic rules, configure the basic BE rules about create, kill, teleport, etc. Automatic...
can anyone help me and my unit out ral quick to set up this dedicated server.
if im in the wrong chat my b
Hey guys! I'm trying to set up my first dedicated server and I'm just having some issues with the Arma3server_steamcmd_example.cmd, it keeps saying "invalid password"
Next to STEAMLOGIN= I've tried my actual login and my current username, then a " " and my password!
As I said this is my first server so chances are high I'll pop in for help with a few things, I'm still contending with my provider about port forwarding so if that could be a significant issue here then that may be the problem
hosting on your gaming computer or a dedicated server?
and iirc it should be
steamlogin USERNAME PASSWORD
without any "
How can i host dedicated server?
Have a look at the wiki: https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server
Hosting on my gaming computer and Ill try doing it with the steamlogin first i think i get what you mean
Okay so just to check its now popped up with CWorkThreadPool does that mean its worked?
dedicated server is also included with regular arma 3 so if you already have arma 3 installed you can use the bundled server instead of installing another one
This made life easier β€οΈ
Can anyone help or post a good tutorial on setting up and using RCON for an arma 3 server?
in BiKi described non-working default path for config file. At least for Linux server battleye/beserver.cfg But works if config file placed to battleye/launch/beserver.cfg
Does anyone know how to set up dedicated server?
Thank you man!
Try FASTER it makes setting up a dedicated server quite easy
Really daft and out of context question, has anyone tried running a server inside docker?
yup, there's a ?public image of one somewhere, heard of it on the ACE slack
We're using this, although I didn't set it up, so far its working well
Saves me a bit of work! thanks folks
thats the one I meant
we run becti in docker container, we use gitlab ci/cd to pull down and build a container, then pull in and pack mission and push out to a server with gitlab runner on it, into container. Have server, hc, discord bot all running on server 2019 core that way. Game ends kicks off intercept mod to trigger gitlab to push mission rebuild from repo and redeployment on new voted map.
works great, easy to redeploy anywhere
containerizing and using gitlab ci/cd was best thing we ever did, though people did have to get used to server 'restarting'
how do i connect my server through file zilla then put my mods on the server
You need to setup a FTP where the server is located (or if you're using a server host, they should provide you with a FTP or alternatively some allow for direct installation of mods from their web panels)
The only case where this doesn't apply is if you are hosting yourself (such as on a dedicated server). You'll need to setup the FTP server yourself
If possible, use SFTP instead of FTP. Stay encrypted!
If you're hosting yourself skip the FTP server check and download directly to that server^^
Hey, is there a quicker way to select multiple mods for the serverify tool for arma 3?
Faster can do it via the HTML preset, dunno about serverify.
I know not really helping π
Hello, I am currently creating ArmA3containers, a full-stack automated setup based on podman and cron to keep it up-to-date.
It has a steamcmd image, to download A3 server and mods upgrades everyday, and restart A3 instances, FTP server, TS3, webapp for admin to configure mods list, manage instances, upload pbo....
Currently dealing with the weird behavior of steamcmd and workshop_download_item...
hahahaha, there's some good wrappers out there that deal with that for you, not worth wasting your own time on
I will have a look at the implem on some project yes.
Even if steamcmd fails after 15min, it continues to DL in the background... I tried to kill it after some time, and start again, but it will remove the content already downloaded, so I don't kill it.... But it fails to continue the download for already started mod. so I am thinking about changing the list of mods to DL and cleaning up stuff in parallel, to reach the goal.
Will set a 4 hours timeout on podman run, update the script with the reduced list of mods (the ones in workshop/content), delete the local stuff in workshop/download, restart a 4H DL session, and reset the original steamcmd script once everything has been downloaded.
what are you guys using to create your PBO's inside linux?
I've tried using MakePBO and also JAPM but both are having issues.
JAPM - Missing the first letter off files/folders. (Seems to be an issue with the code https://github.com/RaJiska/JAPM/issues/7)
MakePBO - Not including the "Functions" folders inside my PBO and only the scripts in the main folder.
Anything I'm missing or forgetting?
sudo makepbo +A OurServerMod output.pbo
https://imgur.com/imXnRUm
Try to run makepbo -X=none ...
At least in version 0.7.92 it works fine. But in version 0.8+ this option broken
Omg you are a life saver . just tried with v6.24 and it worked
thanks sooo much
You're welcome
For all my build scripts on linux I use armake https://github.com/KoffeinFlummi/armake
can i use C# to programming mods ? or which lang use this engine for arma reforger ?
Enfusion Script, #enfusion_scripting
Hi everyone I need some help getting a friend to join my game, we are able to join official servers together but not custom servers. What do I do?
Please dm me
Hi, need help from someone with experience with FASTER.
I am fairly new to making a dedicated server for ArmA 3 and I've been following tutorials so far.
So far I have learnt that TASDT is outdated so I went with FASTER.
My problem is that I'm unsure of what to do with the Mod Staging Directory and the Install Directory.
I know that these might sound obvious on what to do but I am extremely smol brain.
Any sort of help will be much appreciated β¨
You might have more luck at the FASTER Discord: https://discord.gg/2BUuZa3
Are there any tools to check a mod list and see if all the mods are keysigned? Looking for an easier way to do this instead of installing a modlist and trying to join to see if it kicks me for missing keys
bohemia's key tool has a validate function
There's a option in the launcher to check the keys off all launched mods on startup. Do that on your client to weed out bad mods.
ah thank you, exactly what I was looking for
