

Also this feature is called via SQF Code atm, i.e it doesn't auto detect players joining server yet. This feature requires Steam + Rcon to be enabled. This currently has a bug in it, will be fixed next version. This is for VAC Protocol for VAC Bans + Steam Friends. Just needs abit of testing on a live Server This is functional, should be working fine. This is a legacy option to randomize config file for Arma2 Servers. Linux Chroot Environment might only Detect 1 CPU Cores i.e bind /proc Default Value is the number of CPU Cores Detected (max value is 6, min value is 2)

Set to 9999 to disable voting.I need help setting up client please wait altis life VoteThreshold = 9999 // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. VoteMissionPlayers = 1 // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config VonCodecQuality = 10 // Supports range 1-30 1-10 is 8kHz (narrowband), 11-20 is 16kHz (wideband), 21-30 is 32kHz (ultrawideband) higher = better sound quality, more bandwidth consumption Persistent = 1 // If set to 1, missions will continue to run after all players have disconnected required if you want to use the -autoInit startup parameterĭisableVoN = 0 // If set to 1, voice chat will be disabled Anybody who joins the server is considered a player, regardless of their role or team. MaxPlayers = 40 // Maximum amount of players, including headless clients.
PUBLIC AUTO CONFIG URL ARMA 3 SYNC PASSWORD
PasswordAdmin = "" // Password to login as admin. password = "ServerPassword" // Password required to join the server (remove // at start of line to enable) Hostname = " OFFICIAL Test Server" // Name of the server displayed in the public server list steamQueryPort = 27016 // default 27016, needs to be unique if multiple servers on same box steamPort = 8766 // default 8766, needs to be unique if multiple serves on same box STEAM PORTS (not needed anymore, it's +1 +2 to gameport) NOTE: More parameters and details are available at comments are written with "//" in front of them. I installed all the redistributes it needs to run, but i don't know what to do that this point to get it working. No rpt log is generated, only crashdumps. So I'm trying to get this server going on my dedicated machine and it either fails to initialize battleye if i launch it directly from the exe, or if i use TADST it crashes once it gets to 'initialize addons' phase of the loading screen. It can also be purged from ingame using profileNamespace and setVariable vars file (this is where all the data you saved ingame is stored). If for some reason you should want to purge the profileNamespace, you can delete its. The scripts should be pretty well all running on the server to begin with otherwise you'd have locality issues. Now of course that means that all the variable setting to the profileNamespace needs to happen on the server, and it needs to be saved before the mission is reset. setVariable used with profileNamespace can take almost any data type, including arrays/objects so there won't be any problems there It doesn't matter how many you store, I've had servers with several thousand variables saved inside of it and it didn't care one bit. You can use the server's profile to store all of the mission data. You actually don't even need a database to accomplish what you want. Each client will spawn their own respective copy of that single vehicle instead of a whole bunch depending on how many players you have. However, if we do it on the server, only one vehicle will be created. This is because each car that each client spawned got sent across the network to all the other machines, and they all spawned their own copies of that vehicle. If you spawn a car through a script that is running on each client, you'll get a crap load of duplicates and probably a large explosion will follow. This way you can avoid duplicating behavior caused by multiple clients running the script at the same time (and also a bit out of sync, depending on many factors) If it will only effect a couple other clients then you could target those machines directly instead of doing broadcast to optimize bandwidth usage. Basically any commands that will have a global effect should only happen on the server.Īsk the question, will what this script is doing effect everyone? If the answer is yes, do it on the server only.
