Proper Install?

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.=QUACK=.Major.Pain
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Proper Install?

Post by .=QUACK=.Major.Pain »

Are you supposed to run dayz from Arma II dedicated server or Operation Arrowhead Dedicated server?

Does @Dayz folder go in Arma II or OA folder.

We run it out of OA folder, but all the videos I have watched, have people with it in the Arma II folder.
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Caliban55
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Re: Proper Install?

Post by Caliban55 »

.=QUACK=.Major.Pain wrote:Are you supposed to run dayz from Arma II dedicated server or Operation Arrowhead Dedicated server?

Does @Dayz folder go in Arma II or OA folder.

We run it out of OA folder, but all the videos I have watched, have people with it in the Arma II folder.
I am not a DayZ specific expert, but DayZ requires CO and the latest patches (1.62 at the moment), so you should use the arma2oaserver.exe (or with Linux, arma2oaserver).

The DayZ folder should go (like any other Mod) into the ArmA2 root folder in the form of @DayZ and you load it then with the server -mod=... start-up parameter.
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Re: Proper Install?

Post by .=QUACK=.Major.Pain »

Ok - I think the person that installed our did it wrong..
He installed everything in the OA folder and might be part of the reason we have a few issues.
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Re: Proper Install?

Post by Caliban55 »

.=QUACK=.Major.Pain wrote:Ok - I think the person that installed our did it wrong..
He installed everything in the OA folder and might be part of the reason we have a few issues.
What kind of problems? The server sided logfile is usually very good with catching issues and errors, is there something specific in there (for Windows systems the log goes into arma2oaserver.RPT, you an also define a detailed debugging log in the config, maybe that is also a good idea).
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Re: Proper Install?

Post by .=QUACK=.Major.Pain »

We had problems with nothing saving.
Restarting the server and items saved in tents and vehicles disappeared.
Helicopter respawns as a wreck even though we repaired it.

Apparently this is more on Hive end.

Also get a lot of issues where we get stuck on Loading screen and can't join.
Especially first thing in the morning when server sat idle over night.
Server restart only makes it available again.

Tents/vehcles not appearing after server restart. Sometimes takes 15 mins before things finally appear.
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Re: Proper Install?

Post by Caliban55 »

.=QUACK=.Major.Pain wrote:We had problems with nothing saving.
Restarting the server and items saved in tents and vehicles disappeared.
Helicopter respawns as a wreck even though we repaired it.

Apparently this is more on Hive end.

Also get a lot of issues where we get stuck on Loading screen and can't join.
Especially first thing in the morning when server sat idle over night.
Server restart only makes it available again.

Tents/vehcles not appearing after server restart. Sometimes takes 15 mins before things finally appear.
The problem with objects saving / not saving seems to be related to Hive as you mentioned (busy database connection).

The connection problems that happen after some server uptime I usually notice after a spawn hack attack, when the server had to spawn thousands of objects, or when the mission has grown too complex.

The time difference between spawning and object appearing on clients usually happens if server and client are out of sync on high load missions. What you can try to do in this case is log in as a server admin and see under which load the server runs. To do this:
1) log in as a server admin
2) in the chat console put in the command #monitor 2
The syntax for the #monitor command is: #monitor sample time
The server will now display the CPU cycles it uses in the form of FPS (FPS in this context have nothing to do with graphic frames per second, more CPU cycles used) and also inbound/outbound traffic. An ArmA2 server will run with a maximum of 50 FPS (altough I have seen spikes to 51 FPS) and as long as the FPS don't drop below 10 everthing is OK. Values below 5 are not good, the mission has grown to complex at this point and you will notice time sync (script sync) problems between server and client. At this point, a server restart is usually a really good idea.
3) to disable the monitoring, type #monitor 0 in the chat console

Do you use the server idle option for your server, or is it set to a persistent world via the config?
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Re: Proper Install?

Post by .=QUACK=.Major.Pain »

Wouldn't know.
Don't know much about it.
Someone else set it up and he's new at it as well.
I have been trying to figure out if he went wrong.

As well, they are trying to get me to install the Lingor Island also, but finding a good set of instructions detailed for new people is hard to come by.

That's why I asked about the file structure and where mods are installed.

I tried to setup a Sanctuary server, but we got stuck at the loading screen.
Might give Lingor another try.
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Re: Proper Install?

Post by Caliban55 »

If you have full access to the server I can recommend the Six Updater, that makes installing and managing mods for ArmA2 a lot easier and helps tp keep a proper file structure and key managment.
You can download the Six Updater from this URL: http://www.six-updater.net/
The Lingor island and Lingor units are in the supported list.

If you don't have full access, you can install the Six Updater on your computer and then upload the relevant files via FTP.

Persistency here means that the ArmA2 server will fall into a waiting state when there are no clients connected and saves CPU resources. The mission will start again from scratch as soon as a client connects to the server.

Here is a server config we use, look for the persistent setting in line 53.

Code: Select all

//
// server.cfg
//
// comments are written with "//" in front of them.



// GLOBAL SETTINGS
hostname = "your server name";	// The name of the server that shall be displayed in the public server list
password = "";						// Password for joining, eg connecting to the server
passwordAdmin = "";					// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
//reportingIP = "armedass.master.gamespy.com";		// This is the default setting. If you change this, your server 
reportingIP = "arma2pc.master.gamespy.com";            // In case of ArmA2 might not turn up in the public list. Leave empty for private servers
//reportingIP = "arma2oapc.master.gamespy.com";         // For Operation Arrowhead
logFile = "server_console_arma2.log";			// Tells ArmA-server where the logfile should go and what it should be called



// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
/*
motd[] = {
	"", "", "", 
	"",
	"",
	"",
	"",
	""
};
motdInterval = 180;						// Time interval (in seconds) between each message
*/


// JOINING RULES
//checkfiles[] = {};						// Outdated.
maxPlayers = 40;						// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1;					// Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 2;					// Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
//equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.



// VOTING
voteMissionPlayers = 4;  					// Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.40;					// 33% or more players need to vote for something, for example an admin or a new map, to become effective



// INGAME SETTINGS
disableVoN = 0;						// If set to 1, Voice over Net will not be available
vonCodecQuality = 7;					// Quality from 1 to 10
persistent = 1;						// If 1, missions still run on even after the last player disconnected.



// SCRIPTING ISSUES
onUserConnected = "";					// self-explaining
onUserDisconnected = "";
doubleIdDetected = "";
regularCheck = "{}";

// some ArmA specific stuff - signature verification
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "kick (_this select 0)"; // tampering of the signature detected
//onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
BattlEye = 1; //Server to use BattlEye system

// MISSIONS CYCLE (see below)

class Missions
{
	class COOP_DominationWestTNT
        {
                template = "co40_domination_v1_197_co.chernarus";
                difficulty = "recruit";
        };
		
	class COOP_CombinedForcesWestTNT
        {
                template = "co35_combined_forces_v0_001.Takistan";
                difficulty = "recruit";
        };
		
	class DM_Detector
        {
                template = "MP_Detector.Chernarus";
                difficulty = "regular";
        };
	class COOP_DominationWestCarrier
        {
                template = "co40_domination_2_60w_carrier_a2.chernarus";
                difficulty = "regular";
        };
};
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