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#43387 Posted at 2009-01-12 21:41        
     
Still no dice. This is what I have for my server.cfg.

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



// GLOBAL SETTINGS
hostname="|TGP| ArmA Server - 24/7 COOP Maps";	// 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 might not turn up in the public list. Leave empty for private servers
logFile="server_console.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[]={
	"", "", "", 
	"Welcome To The Gamer Planet ArmA Server",
	"Racial Slurs and comments are not Welcome",
	"Join Us On TS @ 24.10.198.3",
	"Pleae visit www.thegamerplanet.com/forums",
	"The Server is a Home Based Dedicated Server, LAG Happens",
	"We Play 24/7 COOP Maps, Occasionally a Variant of Evolution",
	"Enjoy Your Stay."
};
motdInterval=10;						// Time interval (in seconds) between each message



// JOINING RULES
checkfiles[]={						// Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server
	"HWTL\dta\data3d.pbo",
	"dta\data3d.pbo"
};
maxPlayers=16;						// 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=0;					// Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
equalModRequired=0;					// If set to 1, player has to use exactly the same -mod= startup parameter as the server.



// VOTING
voteMissionPlayers=1;  					// Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold=0.33;					// 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=8;					// 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 = "ban (_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 Evolution // name for the mission, can be anything
{
template = EvolutionB2_TGP_Unranked.Sara;
cadetMode = 1; // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)
};

};

I am pulling my hair out over this. Also will the console on the server show the map is loading?