xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 i already had that pbo, mind taking a look at my cp and check if i missed anything? Link to comment Share on other sites More sharing options...
xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 // // config.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "DayZ Epoch Setup phase - (1.0.3.1/103718) - Hosted By DayzIceland.com | HFBServers.com"; // The name of the server that shall be displayed in the public server list password = "Prufun"; // 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 = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead logFile = "arma2oaserver.rpt"; // 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[] = { "Hosted by dayziceland.com", "visit us on the website", "join us on mumble and have fun", "we are open for development suggestions", "", "", "", "", }; motdInterval = 1; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 50; // 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 = 2; // 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 equalModRequired = 0; // Outdated.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 = 103718; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect requiredSecureId = 1; // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 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 = ""; // // 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_25.sauerland"; difficulty = "Regular"; // change this for other difficulty settings, regular, expert is valid }; }; this is my cfg at the moment Link to comment Share on other sites More sharing options...
xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 dont have napf installed on my pc but im pretty sure that would happen also if id tried the template with that Link to comment Share on other sites More sharing options...
xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 anyone thats willing to help me figure this out by checking over my ftp and control panel please let me know so i can pm you the info i keep hitting walls after walls after walls with that map Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 I can do a quick check if you like. not doing anything but hoping people would join my server lol Link to comment Share on other sites More sharing options...
Randomness Posted February 19, 2014 Report Share Posted February 19, 2014 Are you perhaps forgetting to load the client files all together? the parameter should be -mod=@dayz_epoch;@dayz_epoch_server; to load both Link to comment Share on other sites More sharing options...
xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 sent you the login credentias ghost Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 All fixed for you good sir :) Re installed your Epoch Files. Re Installed your mission and server.pbo Also your config.. Your server name had 1.0.3.5 in it.. Which will mean you wont launch 1.0.4.2 cause DayZ Commander will read it wrong xD If you ever want to join a NAPF server than join mine :) 192.187.112.146:2302 Goodluck! gopostal 1 Link to comment Share on other sites More sharing options...
xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 ow you so much man thank you very very much but you also changed the template in the config and that was it or? Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 No I changed your server name... You had it set to 1.0.3.5 in your server name lol which makes DayZ Commander read your settings wrong and people that try to connect wont be connecting with 1.0.4.2 Link to comment Share on other sites More sharing options...
xripton Posted February 19, 2014 Author Report Share Posted February 19, 2014 oh thats fucked up but thank you so much i ow you one man Link to comment Share on other sites More sharing options...
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