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You cannot play/edit this mission on my own server?


EvilKittyCat123

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So, I just setup my DayZ epoch server as followed by instructions from a Youtube tutorial. The first problem is the fact that it is hosted locally, I'll change some ports and do my magic mixing to make that work, but whenever I try to join it says "You cannot play/edit this mission; it is dependant upon downloadable content that has been deleted.dayz_epoch, glt_m300t, pook_h13, csg_gyroac, jestkiyanahuiaddon." How do I fix this?

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Just add the missing things into your mission.sqm file (MPMissions/Your instance name) like this

	addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"pook_h13",
		"csj_gyroac",
		"map_eu",
		"mbg_killhouses",
                "mbg_buildings_3",
		"aif_arma1buildings",
		"jetskiyanahuiaddon"
	};

You can check what is missing in your arma2oaserver.rpt log

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Just add the missing things into your mission.sqm file (MPMissions/Your instance name) like this

	addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"pook_h13",
		"csj_gyroac",
		"map_eu",
		"mbg_killhouses",
                "mbg_buildings_3",
		"aif_arma1buildings",
		"jetskiyanahuiaddon"
	};

You can check what is missing in your arma2oaserver.rpt log

 

Didn't work. I still cant join because of the same reason. I went into Epoch server/MPMissions/DayZ-Epoch_11.Chernarus/mission.sqm, and pasted it there. I went into arma2oaserver.rpt but I couldn't find anything there..

 

This is what the console says whenever I try to join.

14:28:04 Mission DayZ Epoch Chernarus read from directory.

14:28:05 Player EvilKittyCat disconnected.
14:28:05 BattlEye Server: Player #0 EvilKittyCat disconnected
Edited by EvilKittyCat123
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Most likely if you have followed a video, it included instructions for the beta, The beta is no longer used. Follow the pinned tutorial in the arma 2 epoch server install help section. Skip anything to do with the beta. If you post your start.bat, hive.ext and config.cfg I may be able to see what the issue is and help you avoid starting over completely.  That error doesn't always mean that the addons are missing from the mission.sqm, you may also be launching your game improperly. 

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Most likely if you have followed a video, it included instructions for the beta, The beta is no longer used. Follow the pinned tutorial in the arma 2 epoch server install help section. Skip anything to do with the beta. If you post your start.bat, hive.ext and config.cfg I may be able to see what the issue is and help you avoid starting over completely.  That error doesn't always mean that the addons are missing from the mission.sqm, you may also be launching your game improperly. 

Thanks for helping out. Here's my start script, hive.ext and config.cfg. 

Start script: http://pastebin.com/eaBypXei

hive.ext: http://pastebin.com/4NkqEV4F (Icould only find HiveExt.ini inside Epoch Server/instance_11_Chernarus)

config.cfg: http://pastebin.com/HFK4LuTx

 

Your help is much appreciated.

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in your start script change this:

"Expansion\beta\arma2oaserver.exe"

to something like this:

"C:\overpochinsServer\arma2oaserver.exe"

Just match the disc and folder path to where your server is located.

 

In config.cfg change:

requiredBuild = 103718;

to

requiredBuild = 125548;

Make sure your arma 2 oa version is up to date (1.63) on steam and not using and beta options in properties. Launch epoch with DayZ Launcher. If you have epoch 1.0.5.1 and DayZ Launcher tries to redownload it, simply cancel the download and go to your steamapps/common/arma2 operationarrowhead  and rename the @Dayz_Epoch folder to @Dayz_Epoch1051.

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in your start script change this:

"Expansion\beta\arma2oaserver.exe"

to something like this:

"C:\overpochinsServer\arma2oaserver.exe"

Just match the disc and folder path to where your server is located.

 

In config.cfg change:

requiredBuild = 103718;

to

requiredBuild = 125548;

Make sure your arma 2 oa version is up to date (1.63) on steam and not using and beta options in properties. Launch epoch with DayZ Launcher. If you have epoch 1.0.5.1 and DayZ Launcher tries to redownload it, simply cancel the download and go to your steamapps/common/arma2 operationarrowhead  and rename the @Dayz_Epoch folder to @Dayz_Epoch1051.

 

I did just as you told me, but the same thing happens. I noticed a little change as well. In order to start the console, I have to launch DayZ before launching the console. I have never had to do that before..

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What 21 is saying is,  copy the folder in the server files zip you downloaded called @Dayz_Epoch_Server into the folder you are creating this in. This should be in any tutorial you watch or read. Without it, it wont work.  All of that refers to files you have downloaded in order to set the server up.  The folder you created to place all of the server files is considered the root of the server. So anything it tells you to copy/move goes right there unless otherwise specified. You should have downloaded server files and client files. Extract them into separate folders on your desktop, otherwise vital parts of the download may be compressed and invisible. 

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You could always rent a server from a host that sets that up for you.

Never going to rent a server when I already have my own dedicated server that I run 24/7..

 

 

What 21 is saying is,  copy the folder in the server files zip you downloaded called @Dayz_Epoch_Server into the folder you are creating this in. This should be in any tutorial you watch or read. Without it, it wont work.  All of that refers to files you have downloaded in order to set the server up.  The folder you created to place all of the server files is considered the root of the server. So anything it tells you to copy/move goes right there unless otherwise specified. You should have downloaded server files and client files. Extract them into separate folders on your desktop, otherwise vital parts of the download may be compressed and invisible. 

 

I followed all the config steps, and I also changed something, but it still didn't work, I get the same error every time I try to connect to my server.

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The only thing i can suggest at this point is to maybe try this config here. I believe the one you showed me is a much older version. If this doesnt work, then i really don't know what it is you are missing here. How are you launching your game? 

 

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


// GLOBAL SETTINGS
hostname = "Epoch Server";
password = "changeme";					

passwordAdmin = "changeme";		// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
reportingIP = "arma2oapc.master.gamespy.com";	// For Arma2: Operation Arrowhead
logFile = "Epoch_Server\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 my Dayz Epoch Server!"};
motdInterval = 3;					// Time interval (in seconds) between each message

steamPort = 2424;
steamQueryPort = 2423;

// JOINING RULES
// 
maxPlayers = 40;				// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.

// CONTINUE CHANGING HERE
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 .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
requiredBuild = 122548;					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
requiredSecureId = 2;

// VOTING
voteMissionPlayers = 1;					// Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 1;					// 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 = 10;					// Quality from 1 to 10
persistent = 1;						// If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1;                                           // Server to use BattlEye system


// SCRIPTING ISSUES
onUserConnected = "";					//
onUserDisconnected = "";				//
doubleIdDetected = "";					//
regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature


// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)";		// unsigned data detected
onHackedData = 	"kick (_this select 0)";	//"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


// MISSIONS CYCLE (see below)
class Missions
{
	class DayZ {
		template = dayz_epoch_11.Chernarus; 
		difficulty = "veteran";    // change this for other difficulty settings, regular, expert is valid
	};
};

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The only thing i can suggest at this point is to maybe try this config here. I believe the one you showed me is a much older version. If this doesnt work, then i really don't know what it is you are missing here. How are you launching your game? 

 

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


// GLOBAL SETTINGS
hostname = "Epoch Server";
password = "changeme";					

passwordAdmin = "changeme";		// Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
reportingIP = "arma2oapc.master.gamespy.com";	// For Arma2: Operation Arrowhead
logFile = "Epoch_Server\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 my Dayz Epoch Server!"};
motdInterval = 3;					// Time interval (in seconds) between each message

steamPort = 2424;
steamQueryPort = 2423;

// JOINING RULES
// 
maxPlayers = 40;				// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.

// CONTINUE CHANGING HERE
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 .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
requiredBuild = 122548;					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
requiredSecureId = 2;

// VOTING
voteMissionPlayers = 1;					// Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 1;					// 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 = 10;					// Quality from 1 to 10
persistent = 1;						// If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1;                                           // Server to use BattlEye system


// SCRIPTING ISSUES
onUserConnected = "";					//
onUserDisconnected = "";				//
doubleIdDetected = "";					//
regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature


// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)";		// unsigned data detected
onHackedData = 	"kick (_this select 0)";	//"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


// MISSIONS CYCLE (see below)
class Missions
{
	class DayZ {
		template = dayz_epoch_11.Chernarus; 
		difficulty = "veteran";    // change this for other difficulty settings, regular, expert is valid
	};
};

 

There's an error in the config. "File instance_11_Chernarus\config.cfg, line 7:'.':'\'encountered instead of '=' "

 

When I launch my game, I uually join using DayZLauncher, but since I just want to join locally, I go to DayZMod and press localhost and then I try to join.. 

Edited by EvilKittyCat123
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You cant join using DayZ Mod. Epoch is a completely different mod.  Just go to Launch in DayZ Launcher. Launch Epoch, then try to join from in game browser. The missing addons error is due to your game launch, not your server.

Omg, that's right... sorry. I feel so dumb right now. It works locally now, but I need help with 1 more thing if you don't mind. I have port forwarded the port 3306, and I wish to use this as the port for the server. I have already put the port in the start script, but I still cant find my server on DayZLauncher. Does it have something to do with steam port or steam query?

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Omg, that's right... sorry. I feel so dumb right now. It works locally now, but I need help with 1 more thing if you don't mind. I have port forwarded the port 3306, and I wish to use this as the port for the server. I have already put the port in the start script, but I still cant find my server on DayZLauncher. Does it have something to do with steam port or steam query?

3306 does need to be forwarded, however it is for the database.  The steam and steam query port also need to be forwarded. The port for the server should be the only port in the start.bat, and it can be any unused port you want. And also needs to be forwarded. I also forwad 2300-2305  2302 is usually the default for the server port but can be changed, 2300 2301 2303 2304 2305 are for voice over network/game chats.

 

The tricky part is usually the forwarding as most use a router and a modem, port forwarding the modem is half the battle. The problem is that the router assigns the ip as different consoles/pcs are turned on and off.

You likely need to setup a static IP for your computer, then forward the ports for that IP. Then google "are my ports open" use one of the tools in the search results to test them. Likely the test will say they are closed.

This means you need to log in to your wide area network or modem and DMZ the static IP.   Most port forward tutorials lack the instructions for a modem/router config.  THIS is a pretty good explanation of how to forward though a double configuration. 

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3306 does need to be forwarded, however it is for the database.  The steam and steam query port also need to be forwarded. The port for the server should be the only port in the start.bat, and it can be any unused port you want. And also needs to be forwarded. I also forwad 2300-2305  2302 is usually the default for the server port but can be changed, 2300 2301 2303 2304 2305 are for voice over network/game chats.

 

The tricky part is usually the forwarding as most use a router and a modem, port forwarding the modem is half the battle. The problem is that the router assigns the ip as different consoles/pcs are turned on and off.

You likely need to setup a static IP for your computer, then forward the ports for that IP. Then google "are my ports open" use one of the tools in the search results to test them. Likely the test will say they are closed.

This means you need to log in to your wide area network or modem and DMZ the static IP.   Most port forward tutorials lack the instructions for a modem/router config.  THIS is a pretty good explanation of how to forward though a double configuration. 

 

There. I port forwarded the ports and changed the settings, because some weren't correctly set up, but now, the only port that is listening is port 3306 which is used for the database. This is both internal and external. I can not telnet to none of the ports, and netstat - a shows that it is only listening to 3306. I have turned off my internal firewall, to make sure it is not blocking. Is there any port triggering I need to setup as well?

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No, you need to figure out your WAN IP address, put it in browser and it should take you to a log in page. 95% of the time the username is admin ans the pw is password. In there you need to set up a DMZ. Odds are your router is forwarded, but the WAN isnt.   Ususally the easiest way is to look up the brand of modem you use and check their website for how to DMZ.

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No, you need to figure out your WAN IP address, put it in browser and it should take you to a log in page. 95% of the time the username is admin ans the pw is password. In there you need to set up a DMZ. Odds are your router is forwarded, but the WAN isnt.   Ususally the easiest way is to look up the brand of modem you use and check their website for how to DMZ.

I read somewhere that I need to register an instance ID for my server, in order for it to appear on the DayZ server list.. is this true? Maybe that's why it doesn't work?

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