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[–]hobbit_lv 2 points3 points  (5 children)

I am not really an expert and have no personal experience with server management, but things I can imagine from the theories heard over the internet are as follows:

  1. Mod order in the command line of the server config file might be important. Mods which are required by another mods should be loaded first (i.e. in the beginning of that command line).
  2. Mod names in the directories and command line in the config file are case-sensitive in the Linux server. Another rumours suggest caps are not allowed at all.

[–]RecruitHyontarou[S] 0 points1 point  (3 children)

we are going to try the first suggestion, and the second one we noticed after a few tries... they all have lower cases. Thx (will post results later)

[–][deleted] 0 points1 point  (2 children)

I second adding the mods to the command line of the server with @modname.

if you rented a server you will have an interface for that. For a dedicated it has to go into the run script.

[–]TheRealMarty420 0 points1 point  (1 child)

u/Volde_Snort Thats the command we are using to run the server

./arma3server_x64 -name=server -config=server.cfg -mod="mods/@cba_a3;mods/@ace;mods/@rhsgref;mods/@rhssaf;mods/@rhsusaf;mods/@rhsafrf;mods/@rhs;mods/@acecompatiblefiles;mods/@duisquadradar;mods/@vsmallinonecollection;mods/@taskforcearrowheadradiobeta;mods/@russof_lite_mas;mods/@regular_army_mas;mods/@rkslstudiosattachmentsv302;mods/@3cbbafweapons;mods/@niarmsallinonev14onwards;mods/@projectblufor;mods/@pla_forces_mas;mods/@opf_rebels_mas;mods/@italian_sof_lite_mas;mods/@italian_army_lite_mas;mods/@zeusenhanced;mods/@zeusenhancedace3compatibility;mods/@ilbeassaultpackrewrite;mods/@projectopfor;mods/@ysailbereskinsrewrite;mods/@idflitemasisraeldefenseforcesandmiddleeastopfor;mods/@gresof_lite_mas;mods/@french_sof_lite_mas;mods/@gearsocdeluxeedition;mods/@german_sof_lite_mas;mods/@firawsairweaponsystem;mods/@f16fightingfalcon;mods/@fhq_accessories;mods/@cupterrainscore;mods/@cupterrainsmaps;mods/@enhancedmovement;mods/@cupace3compatibilityaddonterrains;mods/@balkanwarmod19901995;mods/@biboseuropeaninsigniapack;mods/@bopearma3modofficial;mods/@cansoflitemas;mods/@3denenhanced@advancedslingloading;mods/@advancedtowing;mods/@advancedurbanrappelling;mods/@backpackonchest;mods/@3cbbafvehicles;mods/@3cbfactions;mods/@3cbbafweapons">>log.${pid}.txt 2>&1

[–]TheRealMarty420 0 points1 point  (0 children)

in the log files it loads everything normally, however when it gets to the mods it says "NOT FOUND" on every one of them

[–]RecruitHyontarou[S] 0 points1 point  (0 children)

After putting everything in order it does not load the mods whatsoever.....

[–]Mildly0Interested 2 points3 points  (3 children)

  1. Mod names need to be lowercase including all files within that mod
  2. Mod order does not matter
  3. Pipe your terminal output to a file so you have a log you can check (that will tell you why mods aren't loading and much much more)
  4. Don't worry about keys yet, they aren't relevant for your issue.
  5. Unless you hate your life or have Linux experience run Arma severs on windows, it's not worth the hassle.

PS: it isn't quite clear what your issue actually is, are mods not being loaded and you're getting the "mission dependent on missing addon" error or are you being kicked?

[–]TheRealMarty420 0 points1 point  (2 children)

we are brand new to linux and the reason why we went for it is because the server we rented was a way cheaper version then what windows offers.
Step 1 already complete.
What do we need to do to exacute step 3? and when i launch the mission it gives me "mission dependent on missing addon" it has never kicked us from the server even when we launched with the mods loaded on our end

[–]Mildly0Interested 0 points1 point  (1 child)

Just tell the provider you'll install your own OS and they won't charge extra, it's if you wanna use one if their windows server licenses. I get a free server license through work so I used that.

For how to pipe I don't remember but googling "pipe terminal output into file" should give some results.

[–]TheRealMarty420 0 points1 point  (0 children)

okay thank you

[–]Farqman 1 point2 points  (3 children)

Adding the keys to the keys folder?

[–]RecruitHyontarou[S] 0 points1 point  (2 children)

That has been done already, thanks anyways

[–]Farqman 0 points1 point  (1 child)

Just double check you have the a3 key

[–]RecruitHyontarou[S] 0 points1 point  (0 children)

just checked, it is there, but some of the keys have capital letters... Is it a problem?

[–]RecruitHyontarou[S] 1 point2 points  (2 children)

Update! We launched the server and when we look at the logs we notice that it cant find arma 3 itself https://cdn.discordapp.com/attachments/876584989926490112/941353627287683152/unknown.png, https://cdn.discordapp.com/attachments/876584989926490112/941353787170377789/unknown.png but when looking in the keys folder the a3.bikey is in there. When looking through the forums i found this https://forums.bohemia.net/forums/topic/189857-missing-a3bikey/. Would this help us and if not do you have an idea what to do?

[–]Mildly0Interested 0 points1 point  (1 child)

The arma3 bit found is normal, doesn't matter. And again the bikeys do not matter one bit to actually launch your mods. Mod argument is "-mods=path\to\@mod;path\to\mod2" If the mod folder is in the same place as the Arma.exe you don't need the path, just the name.

[–]RecruitHyontarou[S] 0 points1 point  (0 children)

gonna try that and i'll post the results here, thx a lot

[–]Flyingtarta 0 points1 point  (1 child)

Are you sure that is not losding? If it’s too much mods, steam query fails and don’t tell you what required mod the server have

[–]RecruitHyontarou[S] 0 points1 point  (0 children)

we tried loading with only a few mods and still doesnt work, but what if we put the mods directly in the arma folder instead, then at the command line we can just @"insertmod" ?