fjamieson
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Running into the same thing. Anyone found a solution or know what changed to cause the issue?
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Dark, Curious at to what you ended up doing BEC is a pain!! Care to share? Thx
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windows/linux ARK: Survival Evolved (Supports Clusters)
fjamieson replied to Dennis's topic in Game Config Files
From some log file 'tailing', I found that if you removed the MultiHome= from the commandline things work. By default we use "MultiHome=$[Service.IpAddress]" where $[Service.IpAddress] corresponds to the internal IP address of the server, because it gets NAT'd by the firewall. When the EGS client runs it looks for the server on what is in the commandline, verbatim... so "TheIsland?MultiHome=192.168.1.100?Port=7777....etc" Because it cannot use 192.168.1.100.. things fail Proof of this can be found in \Program Files\Epic Games\ARKSurvivalEvolved\ShooterGame\Saved\Logs\ShooterGame.log Not sure what the Ark devs changed between 311.94 and 311.99...but it broke things.. -
LFA The config contains a reference to "server.pvp true" on line 319. From everything I have researched this is no longer a valid option. You only have server.pve true/false. Tested this using WebRCON and other RCON tools. server.pvp - returns nothing server.pve - returns the current value "False" or "True" Regards,
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Dennis, If I use SourceRCON as a stand alone script.. no issues, but using the Scheduled Tasks / Console/RCON Command option, I get a Task error.. have submitted a ticket. Using the script from the Workshop Browser section of help.tcadmin.com.. it all works... Thx
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DennisHermannsen, You say this was fixed in the latest release of TCAdmin. I am using 2.0.142 and still having issues with Ark and RCON. The script I referenced above no longer works, neither does using the built in RCON option. Sending RCON messages from an external RCON source works... Any suggestions?
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cody0520, I use After Created and After Reinstalled.
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DayZ SA config ONLY BEC needed Nothing extra
fjamieson replied to numpty's topic in Game Config Files
I do not have one set, but can connect fine with Dart. Would be nice to know though!! ? -
I second the "Somewhere in between ", too may things can go wrong is you don't know what you are doing. Makes it harder to troubleshoot and then people hold you responsible if things break!!
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New scripts: DayZ_CS_......txt files are install/ininstall scripts for mods that have the Tag: Mod in them DayZ_S_...txt - files are install/uninstall scripts for mods that are SERVER ONLY, that have a Tag: Server in them DayZ_VarReset.txt - is called on creation and reinstall to initialize the variables needed. Found that if you don't do this.. things get a little screwy When a user runs a Workshop install/uninstall I call both the DayZ_CS and DayZ_S scripts (install or uninstall as needed). Yes, they can be rolled into one, but makes for a long script and a pain in troubleshooting. Will work on a combined script at some point! The only caveat is that some authors/devs Tag their mods "Mod,Server" which is not good... no real way around this as it is hard to tell what is a client/server mod and what is server only. DayZ_CS_Install.txt DayZ_CS_Uninstall.txt DayZ_S_Install.txt DayZ_S_Uninstall.txt DayZ_VarReset.txt
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Rislem, The change should be: if (mods.find(';') != -1) : ThisService.Variables["Mods"]=mods + ":" + String.Format("@{0}", ModName) else : if len(mods) > 0 : ThisService.Variables["Mods"]=mods + ";" + String.Format("@{0}", ModName) else : ThisService.Variables["Mods"]=mods + String.Format("@{0}", ModName) The reason I added them to the start is to ensure people read the documentation and check their commandline after installation and do not blindly add mods and then wonder why they have issues. I know it is a pain....
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I have updated the scripts. Will post updated ones soon Have separate scripts to handle mods tagged as 'mod' and 'server' , so that they update to the appropriate commandline options. problem being some mod authors/dev tag their mods incorrectly in the Steam Workshop. Mods that go client and server should be tagged as "Mod" and server ONLY as 'Server, but they are tagging the client/server mods as 'Mod,Server' which complicates things. Also, have a separate script that sets the variables on Install/Reinstall. They are not initialized by default.. learned this the hard way. Will also update the 'in-script' comments/documentation.
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DennisMidjord, Thanks for the clarification. Just wanted to make sure I was not loosing my mind.. I got the 'file/folder' .. but was not sure if I was missing something...
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Updated to 2.0.138.0. drag and drop not working for me. Is this only in MVC?
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I have had very limited success with ARK and RCON. Did manage to write a script (I think it was Luis that helped), that allows you to send a message. This works well. C:\TCAFiles\Users\SourceRcon.exe %ThisService_IpAddress% %ThisService_RConPort% %ThisService_RConPassword% "broadcast %ThisService_BroadcastMessage%" >NULL (Note.. you need a message variable and sourcercon.exe) Also found RCON for ARK on the Google App store .. works well too. However, still battling to get ARK and TCAdmin to work together so that you can actually schedule other things. With that said, I am also not sure how many actual commands are available/usable via RCON. There seems to be a difference of opinion from what I have read doing some research.. Any thoughts, ideas, and/or help getting this working would be appreciated.