Closed MrSmits closed 1 year ago
full config file from one of my servers as an example to help figure out where things go:
// // More information at: http://community.bistudio.com/wiki/server.cfg // // GLOBAL SETTINGS hostname = "This server rocks!"; // The name of the server that shall be displayed in the public server list password = "someverycomplexpassword"; // Password for joining, eg connecting to the server passwordAdmin = "evenmorecomplextpasswordthantheoneabove"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "evenmorecomplextpasswordthantheoneabove+asymboltomakeitmorecomplex"; //reportingIP = "arma3pc.master.gamespy.com";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[] = { "", "Let's do this!", "" }; motdInterval = 10; // Time interval (in seconds) between each message
// JOINING RULES maxPlayers = 10; // 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 = 1; // 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 Works properly from 1.08 on equalModRequired = 0; // Outdated.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 = 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 = 5; // Quality from 1 to 10 persistent = 0; // If 1, missions still run on even after the last player disconnected.
regularcheck="";
autoSelectMission = false;
// MISSIONS CYCLE //class Missions { // class ARMA3 { // template = MP_COOP_m01.Stratis; // difficulty = "Regular"; // }; //};
Why not put a pull request?
Why not put a pull request?
This concerns their proprietary Arma 3 module (which is not a generic module), and I have not made any code changes so I don't understand why I should submit a pull request. If you still think I should make a pull request let me know, I just don't understand what for :)
A lot of this can be converted to a generic template, then added on as command arguments or addons.
https://config.getamp.sh/#managementConsole
Many of your requests can easily be added if you follow this, working it out for you and helping the rest of the community
I am aware of the generic module. I just don't get what the point is in making a generic module for Arma 3 when cubecoders already provide a module of their own and my feature request is merely a suggestion to expand upon it?
For the moment I have no plans on making a generic module template for Arma3
FWIW I am preparing a generic template. You can try that when it is finished :)
I am aware of the generic module. I just don't get what the point is in making a generic module for Arma 3 when cubecoders already provide a module of their own and my feature request is merely a suggestion to expand upon it?
For the moment I have no plans on making a generic module template for Arma3
The only reason is is cause it puts more strain on Mike the developer, and this would be a low grade issue. Having a generic or helping create one will expand what you need and potentially makes it easier for future releases and so. The one in AMP, is currently not editable unless Mike releases it’s contents
In short a lot of the current modules are in process of being converted to generic so it allows us(the community)to make adjustments and updates to stuff such as config file etc.. this means faster updating and feature additions should an update to the game require a amp module reconfiguration change.
I wasn't aware of that. I've been out of touch with AMP/CubeCoders for a while and only got back to it last week. So basically all support for the modules made by cubecoders was dropped?
Not dropped, will be converted so the community can help a lot more from my understanding
Yeah the plan is to convert as many as reasonably possible.
I've linked this in the pull request for the generic template. Since it won't be fixed in the official module, I'm closing this request. and it can be tracked in the AMPTemplates repo.
Feature Request
Feature Information:
There are some settings missing in the AMP panel that would probably benefit people running Arma servers through it. There is also a bug report to look at related to this feature request (https://github.com/CubeCoders/AMP/issues/426)
server password:
//password = "ServerPassword"; // Password required to join the server (remove // at start of line to enable)
Should the server keep running the mission or return to mission select screen?
persistent = 0; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter
MOTD field should be set to an array of strings to support multiple messages (you already have some AMP commercial in the MOTD so you should be aware):
// 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[] = {
"message1",
"message2",
"message3"
};
Automatically select a mission? (I want my server to just go to the mission selection screen so people can select whatever mission is on there to play):
autoSelectMission = false;
Mission cycle (comment out if autoSelectMission = false):
MISSIONS CYCLE
class Missions {
class ARMA3 {
template = MP_COOP_m01.Stratis;
difficulty = "Regular";
};
};
Voting config (to help with people voting for missions)
// 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
I confirm: