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Alt 13.11.2010, 11:20   #1 (permalink)
S@ndviper
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Registriert seit: 13.11.2010
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Standard Arma 2 Server Problem

Hallo Community, ich habe folgendes Problem:
Ich habe einen eigenen Rootserver und habe auf diesem Arma 2 Operation Arrowhead installiert,der Server startet auch,nur erscheint er nicht in der Multiplayer Serverliste. Hat hier jemand Ahnung davon warum dies so ist?.Ich poste direkt mal die Server.cfg dazu:

Server.cfg

Code:
//
// server.cfg
//
// comments are written with "//" in front of them.
// " (Klammern) sind sehr Wichtig, also keine Vergessen, sonnst startet der Server nicht mehr!



// GLOBAL SETTINGS
hostname="]-S@nd-[ Vulkan";    // 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="arma2pc.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.log";            // Tells ArmA-server where the logfile should go and what it should be called



// WELCOME MESSAGE ("Welcome @ S@ndfriends Gamming Server")
// 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 a Hosters.at Game Server",
    "Server is powered by Hosters.at",
    "Get your own Game Server @ www.Hosters.at",
    "http://www.Hosters.at",
    "",
        "Battlefield Ranked Server and Americas Army Honor Servers @ www.Hosters.at",
    "Mumble Servers @ www.Hosters.at",
    "Teamspeak Servers @ www.Hosters.at",
    "",
    "Hosters.at > We bring Your Online!"
};
motdInterval=5;                        // 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=30;                        // 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=5;                    // Quality from 1 to 10
persistent=0;                        // 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=0; //Server to use BattlEye system

// MISSIONS CYCLE (see below)
class Missions {
};
Basic.cfg

Code:
// These options are created by defalut
language="German";
adapter=-1;
3D_Performance=4194304;
Resolution_W=320;
Resolution_H=240;
Resolution_Bpp=32;


// These options are important for performance tuning

MinBandwidth = 320000;            //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 10000000000;        //Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 512;            //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 1024;        //Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 384;        //Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.005;            //Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01

MaxCustomFileSize = 0;        //Users with custom face or custom sound larger than this size are kicked when trying to connect.
Ich hoffe,das mir hier jemand weiterhelfen kann,gern auch über ICQ usw.

Hier meine nummer:
ICQ: 327146852
MSN: Sandviper@hotmail.de
HP: sandfriends.de

Danke und Gruß Viper
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