Server Config File – Arma 3 (2024)


This article deals with the server.cfg, a configuration file which one can use to configure various game server settings such as the difficulty level, how many votes are needed, and welcome messages.The name server.cfg means nothing, and this file can be called anything. The real name is determined by the -config command line option when launching the dedicated server. There is no default name: when no filename is specified, no server configuration file is loaded.

ParameterDefaultDescriptionSincepasswordAdmin = "xyzxyz";""Password to protect admin access.N/Apassword = "xyz";""Password required to connect to server.N/AserverCommandPassword = "xyzxyz";""Password required by alternate syntax of serverCommand server-side scripting (Case-Sensitive).N/Ahostname = "My Server";unknownServername visible in the game browser.N/AmaxPlayers = 10;64 (DS)The maximum number of players that can connect to server. The final number will be lesser between number given here and number of mission slots.N/Amotd[] = { "Welcome to my server.", "Hosted in the net." };{}Two lines welcome message. Comma is the 'new line' separator.N/Aadmins[] = { "<UID>" };{}Whitelisted clients can use #login without password. See Logged In Admin.1.70headlessClients[] = { "<IP>" };{}Headless Client IPs. Multiple connections and addresses are allowed in case of multiple Headless Clients. See Arma 3: Headless Client.N/AlocalClient[] = { "<IP>" };{}Indicates clients with unlimited bandwidth and nearly no latency. See Arma 3: Headless Client.N/AfilePatchingExceptions[] = { "<UID>" };{}Whitelisted clients ignore the rules defined by allowedFilePatching and verifySignatures, allowing them to join the server with any mods of their choice. Signature errors are still logged by the server upon connection.

Signature errors may still kick the user if the error happens before the server knows the clients SteamID, for example when trying to join with completely unsigned pbo's.

This entry has existed since 2016, but only became fully operational in 2.10Server BehaviourvoteThreshold = 0.33;0.5Percentage of votes needed to confirm a vote. 33% in this example.N/AvoteMissionPlayers = 3;1Start mission-voting when X numberOfPlayers connect.N/AallowedVoteCmds[] = { { "kick", false, false, 0.75 } };{}See Arma 3: Mission voting.N/AallowedVotedAdminCmds[] = { { "mission", true, true } };{}See Arma 3: Mission voting.N/Akickduplicate = 1;0Do not allow duplicate game IDs. Second player with an existing ID will be kicked automatically. 1 means active, 0 disabled.N/Aloopback = true;falseAdding this option will force server into LAN mode. This will allow multiple local instances of the game to connect to the server for testing purposes. At the same time it will prevent all non-local instances from connecting.N/Aupnp = true;falseAutomatically creates port mapping on UPNP/IGD enabled router. This option allows to create a server behind NAT (the router must have public IP and support UPNP/IGD protocol). Read more Internet Gateway Device (IGD) Standardized Device Control Protocol.

When enabled then this setting may delay server start-up by 600s (standard UDP timeout of 10 minutes) if blocked on firewall or bad routing etc. Thus in such case is recommended to disable it.

N/AallowedFilePatching = 0;0Prevent or allow file patching for the clients (including the HC)
  • 0 is no clients
  • 1 is Headless Clients only
  • 2 is all clients
1.50allowedLoadFileExtensions[] = { "sqf", "txt" };unknownOnly allow files with listed extensions to be loaded via loadFile command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed.1.20allowedPreprocessFileExtensions[] = { "sqf", "sqs" };unknownOnly allow files with listed extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed.1.20allowedHTMLLoadExtensions[] = { "htm", "html" };unknownOnly allow files and URLs with listed extensions to be loaded via htmlLoad command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed.1.28allowedHTMLLoadURIs[] = { "http://arma3.com" };unknownOnly allow files from listed URIs and URLs to be loaded via htmlLoad command. Comment out if not used. Can use += to add to the existing list. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed.N/AMaxPing = 200;-1Max ping value until server kick the user1.56MaxPacketLoss = 50;-1Max packetloss value until server kick the user1.56MaxDesync = 150;-1Max desync value until server kick the user1.56DisconnectTimeout = 5;15Server wait time before disconnecting client after loss of active traffic connection, range 1 to 90 seconds.1.56kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 };{ 1, 1, 1, 1 };Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)1.56enablePlayerDiag = 1;0Logs players' bandwidth and desync info every 60 seconds, as well as "network message is pending" owner identity.N/AcallExtReportLimit = 1000;1000If server initiated callExtension takes longer than specified limit in milliseconds, the warning will be logged into server .rpt file as well as reflected in the extension return result.N/AkickTimeout[] = { { 0, -1 }, { 1, 180 }, { 2, 180 }, { 3, 180 } };{ { 0, 60 }, { 1, 60 }, { 2, 60 }, { 3, 60 } };

kickTimeout[] = { { kickID, timeout }, ... };
kickID (type to determine from where the kick originated e.g. admin or votekick etc.)

  • 0 - manual kick (vote kick, admin kick, bruteforce detection etc.)
  • 1 - connectivity kick (ping, timeout, packetloss, desync)
  • 2 - BattlEye kick
  • 3 - harmless kick (wrong addons, steam timeout or checks, signatures, content etc.)

timeout = in seconds how long until kicked player can return

  • >0 seconds
  • -1 until missionEnd
  • -2 until serverRestart
1.90votingTimeOut = 60;60Voting timeoutN/AvotingTimeOut[] = { 60, 90 };{ 60, 90 }Voteing timeout { ready, notReady }1.90roleTimeOut = 90;90Role selection timoutN/AroleTimeOut[] = { 90, 120 };{ 90, 120 }Role selection timeout { ready, notReady }1.90briefingTimeOut = 60;60Briefing timeoutN/AbriefingTimeOut[] = { 60, 90 };{ 60, 90 }Briefing timeout { ready, notReady }1.90debriefingTimeOut = 45;45Debriefing timeoutN/AdebriefingTimeOut[] = { 45, 60 };{ 45, 60 }Debriefing timeout { ready, notReady }1.90lobbyIdleTimeout = 300;0Lobby idle timeout

Independent of set lobbyIdleTimeout in the config file, it will be at least
MAX(votingTimeout, lobbyTimeout, briefingTimeout, debriefingTimeout) + 5 secondsby default, this makes it 300 seconds of time for people in lobby and 95 in roleTimeout or briefing screen

1.90missionsToServerRestart = 8;0Number of times missionEnd happens before server initiate process restart (uses actual session startup command-line parameters, not possible to combine with `missionsToShutdown` )N/AmissionsToShutdown = 8;0Number of times missionEnd happens before server initiate process shutdown (has same behavior as setting named `missionsToHardRestart`)N/AautoSelectMission = true;falseWhen enabled, the server auto-starts next mission in mission cycle and waits for players in the role selection. This allows full mission information in server browser and then results in proper filtering of the servers. This is lesser-variant (trimmed) of server startup command-line parameter -autoInit. Might collide with campaign linked missions / need mission cycle etc.N/ArandomMissionOrder = true;falseWhen enabled, the server random start / next selection with one of missions from mission rotation list. ( setting goes outside(before) Mission class {}; )N/AdisableChannels[] = { { 0, false, true } };{}

disableChannels[] = { { channelID, text, voice }, ... }>;

  • ChannelID: Number - use single digit of (0 to 6) to define channelID. Default: No restriction to any channels, with text/von chat set to false.
  • text: Boolean - use true to disable usage of text-chat for defined channelID. Default: false
  • voice: Boolean - use true to disable usage of voice-chat (VON) for defined channelID. Default: false

List of channels ID:

  • 0 = Global
  • 1 = Side
  • 2 = Command
  • 3 = Group
  • 4 = Vehicle
  • 5 = Direct
  • 6 = System

Missions which use Description.ext#disableChannels will override any setting of disableChannels[] in the server.cfg.

-Other OptionsverifySignatures = 2;2Enables or disables the signature verification for addons.
  • Verification disabled = 0.
  • 1 Will default back to 2
-drawingInMap = false;trueEnables or disables the ability to place markers and draw lines in map.1.64disableVoN = 1;0Enables or disables the Voice over Net.N/AvonCodecQuality = 10;3Defines VoN codec quality. Value range is from 1 to 20.
  • Since 1.62 supports range 1-20
  • Since 1.64 will support range 1-30
  • 8kHz is 0-10, 16kHz is 11-20, for 21-30 it is 32kHz for SPEEX codec and 48kHz for OPUS codec.
-vonCodec = 1;1Defines VoN codec type. Value range is from 0 to 1.
  • Since Arma 3 update 1.58 supports value 1
  • Value 0 uses older SPEEX codec, while 1 switches to new IETF standard OPUS codec.
-skipLobby = false;falseIf true, joining player will skip role selection. This is only used if no Mission, Campaign or Config setting skipLobby is defined (See Description.ext#skipLobby).N/AallowProfileGlasses = false;trueIf false, glasses set in player profile will be ignored. This is only used if no Mission, Campaign or Config setting allowProfileGlasses is defined (See Description.ext - allowProfileGlasses)2.06zeusCompositionScriptLevel = 0;1
  • 0: all scripts are forbidden
  • 1: only attributes are allowed (including custom attributes added by mods)
  • 2: all scripts are allowed including init scripts

This is only used if no Mission, Campaign or Config setting zeusCompositionScriptLevel is defined (See Description.ext - zeusCompositionScriptLevel).

2.06logFile = "server_console.log";unknownEnables output of dedicated server console into textfile. Default location of log is same as crash dumps and other logs. (Local settings) Note that this does not change the location of the "net.log" file, which is enabled with the -netlog command line option.N/AdoubleIdDetected = "command";""See Server Side ScriptingonUserConnected = "command";""N/AonUserDisconnected = "command";""N/AonHackedData = "command";""N/AonDifferentData = "command";""N/AonUnsignedData = "command";""N/AonUserKicked = "command";""N/AregularCheck = "command";""N/ABattlEye = 1;1Enables or disables the BattlEye anti-cheat engine. Requires installed BattlEye on server and clients joining the serverN/AtimeStampFormat = "none";""Set the timestamp format used on each report line in server-side RPT file. Possible values are "none", "short", "full".N/AforceRotorLibSimulation = 0;0Enforces the Advanced Flight Model on the server. 0 (up to the player). 1 - forced AFM, 2 - forced SFM.1.34persistent = 1;0Mission keeps running when all clients disconnect. Enabling the persistence option will make missions that have either base or instant respawn keep on running after all players have disconnected. The other respawn types will not make a mission persistent. The kind of respawn a certain mission uses is set in its Description.ext.N/ArequiredBuild = xxxxx;0Minimum required client version. Clients with version lower than requiredBuild will not be able to connect. If requiredBuild is set to a large number, like requiredBuild = 999999999; for example, it will automatically be lowered to the current server version.N/AstatisticsEnabled = 1;1Allows to opt-out of Arma 3 analytics for the server by using 01.56forcedDifficulty = "regular";""Enforces the selected difficulty on the server. forcedDifficulty = "<difficultyClass>";
  • If Recruit, Regular or Veteran is passed as the parameter, the particular difficulty options will be taken from data config, from the class CfgDifficultyPresets.
  • If Custom will be passed as the parameter, the particular flags will be taken from CustomDifficulty class from server's profile (only Custom is saved to the profile).
  • If mission cycle is defined in the server.cfg, the difficulty set in the mission cycle overrides the difficulty set by forcedDifficulty parameter.
1.56missionWhitelist[] = { "intro.altis" };{}Limit the available missions for the admin for the mission change. See Arma 3: MP Mission Names for a full list.1.56steamProtocolMaxDataSize = 1024;1024Limit for maximum Steam Query packet length. Increasing this value is dangerous as it can cause Arma 3 server to send UDP packets of a size larger than the MTU. This will cause UDP packets to be fragmented which is not supported by some older routers. But increasing this will fix the modlist length limit in Arma 3: Launcher.2.00
class AdvancedOptions{LogObjectNotFound = true;// logging enabledSkipDescriptionParsing = false;// parse description.extignoreMissionLoadErrors = false;// do not ingore errorsqueueSizeLogG = 1000000;// if a specific players message queue// is larger than 1MB and #monitor is running,// dump his messages to a logfile for analysis};
N/A

2.02

  • LogObjectNotFound - false to skip logging "Server: Object not found" messages
  • SkipDescriptionParsing - true to skip parsing of description.ext/mission.sqm. Will show pbo filename instead of configured missionName. OverviewText and such won't work, but loading the mission list is a lot faster when there are many missions

2.04

  • ignoreMissionLoadErrors - when set to true, the mission will load no matter the amount of loading errors. If set to false, the server will abort mission's loading and return to mission selection

2.08

  • queueSizeLogG - if #monitor is running and a player's Guaranteed Message Queue size (Listed as G: in #monitor) goes above the threshold, all that player's message types and sizes are dumped to a logfile in the RPT directory (see Crash Files); the dumping itself is logged server-side.
2.022.042.08armaUnitsTimeout = 30;30Defines how long the player will be stuck connecting and wait for armaUnits data. Player will be notified if timeout elapsed and no units data was received2.06overrideHazeQuality = 1;-10/1/2 - VeryLow/Low/Standard - Forces haze quality in MP on all clients. Standard(2) - mod config driven. Default(-1) - do not force. Mission config 'overrideHazeQuality' has priority over the server option.2.16

If BattlEye RCon is not in use, there can only be 1 server admin at any given time. There are two ways of becoming admin, through a vote or through login with authenticated credentials.

It is possible to become a server administrator through player voting process. Such admin has less abilities than logged in admin.
For example, voted in admin would be able to kick a player, but only logged in admin would be able to ban a player.
For more information on voting and voting configuration see page Server Voting.

To log in as admin, one is required to type in#login command followed by server password, which matches password defined in passwordAdmin param.
Since Arma2OA it is possible to add one or several user ids UIDs into admins[] server config parameter, which would allow listed users to log in as admin by simply typing #login without a password.
This presents several advantages for managing the servers. The server owner can have multiple admins selected from the community and doesn't have to provide each one with server admin password.
The adding and removing of UIDs is done on the server side which makes it easy to add and to remove admins if necessary. On the server, admins are handled on first come first served basis.
Here are the rules:

Several of these settings directly contribute to the security of the server and have been highlighted as important, particularly for running public - no password - servers.

battlEye = 1;verifySignatures = 2;allowedFilePatching = 0;allowedLoadFileExtensions[] = { "hpp", "sqs", "sqf", "fsm", "cpp", "paa", "txt", "xml", "inc", "ext", "sqm", "ods", "fxy", "lip", "csv", "kb", "bik", "bikb", "html", "htm", "biedi" };allowedPreprocessFileExtensions[] = { "hpp", "sqs", "sqf", "fsm", "cpp", "paa", "txt", "xml", "inc", "ext", "sqm", "ods", "fxy", "lip", "csv", "kb", "bik", "bikb", "html", "htm", "biedi" }; // ,"sqfc" // add .sqfc if usedallowedHTMLLoadExtensions[] = { "htm", "html", "xml", "txt" };// allowedHTMLLoadURIs[] = {};passwordAdmin = "xyzxyz123";serverCommandPassword = "xyzxyz456";

The properties allowedLoad*/allowedPreprocess*/allowedHTML* are server.cfg settings with array list of extensions for server-side use only. The above listed examples are for basic game multiplayer modes. Server admins may attempt to make it stricter for their servers. However, if too strict then server's log file will contain warning entries about unable read.

Engine supports absolute outside Arma 3 server folder for command-line parameters -servermod=, -mod= and same for profile directories and config locations.This puts those out of reach by various load script command features which are limited only within Arma 3 folder and it is sub-directories for security reason.thus e.g. safe folder-structure looks like:

// server.cfg// GLOBAL SETTINGShostname = "Fun and Test Server";// The name of the server that shall be displayed in the public server listpassword = "";// Password for joining, eg connecting to the serverpasswordAdmin = "xyz";// Password to become server admin. When in Arma MP and connected to the server, type '#login xyz'serverCommandPassword = "xyzxyz";// Password required by alternate syntax of [[serverCommand]] server-side scripting.logFile = "server_console.log";// 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 intervalmotd[] ={"", "","Two empty lines above for increasing interval","Welcome to our server","", "","We are looking for fun - Join us Now!","http://www.example.com","One more empty line below for increasing interval",""};motdInterval = 5;// Time interval (in seconds) between each message// JOINING RULESmaxPlayers = 64;// 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.allowedFilePatching = 0;// Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 v1.50)filePatchingExceptions[] = { "123456789", "987654321" }; // Whitelisted Steam IDs allowed to join with -filePatching enabled//requiredBuild = 12345;// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect// VOTINGvoteMissionPlayers = 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 SETTINGSdisableVoN = 0;// If set to 1, Voice over Net will not be availablevonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+)vonCodecQuality = 30;// since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30persistent = 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 systemallowedLoadFileExtensions[] = { "hpp", "sqs", "sqf", "fsm", "cpp", "paa", "txt", "xml", "inc", "ext", "sqm", "ods", "fxy", "lip", "csv", "kb", "bik", "bikb", "html", "htm", "biedi" }; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216)allowedPreprocessFileExtensions[] = { "hpp", "sqs", "sqf", "fsm", "cpp", "paa", "txt", "xml", "inc", "ext", "sqm", "ods", "fxy", "lip", "csv", "kb", "bik", "bikb", "html", "htm", "biedi" }; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)allowedHTMLLoadExtensions[] = { "htm", "html", "xml", "txt" }; // only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)// allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs// TIMEOUTSdisconnectTimeout = 5;// Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds.maxDesync = 150;// Max desync value until server kick the usermaxPing= 200;// Max ping value until server kick the usermaxPacketLoss = 50;// Max packetloss value until server kick the userkickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)kickTimeout[] = { { 0, -1 }, { 1, 180 }, { 2, 180 }, { 3, 180 } };votingTimeOut[] = { 60, 90 };// Kicks users from server if they spend too much time in mission votingroleTimeOut[] = { 90, 120 };// Kicks users from server if they spend too much time in role selectionbriefingTimeOut[] = { 60, 90 };// Kicks users from server if they spend too much time in briefing (map) screendebriefingTimeOut[] = { 45, 60 };// Kicks users from server if they spend too much time in debriefing screenlobbyIdleTimeout = 300;// The amount of time the server will wait before force-starting a mission without a logged-in Admin.// SCRIPTING ISSUESonUserConnected = "";onUserDisconnected = "";doubleIdDetected = "";// SIGNATURE VERIFICATIONonUnsignedData = "kick (_this select 0)";// unsigned data detectedonHackedData = "kick (_this select 0)";// tampering of the signature detectedonDifferentData = "";// data with a valid signature, but different version than the one present on server detected// MISSIONS CYCLE (see below)randomMissionOrder = true;// Randomly iterate through Missions listautoSelectMission = true;// Server auto selects next mission in cycleclass Missions {};// An empty Missions class means there will be no mission rotationmissionWhitelist[] = {};// An empty whitelist means there is no restriction on what missions' available

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One can set an automatic mission rotation. Without an admin, the server will automatically select a mission when at least one player is connected.
Once the mission is done and if there are still players on the server, it will automatically switch to the next mission in the cycle.

class Missions{class CUSTOMNAME{template = "MISSION.TERRAIN";difficulty = "DIFFICULTYLEVEL";class Params{MISSIONPARAMETER1 = VALUE;MISSIONPARAMETER2 = VALUE;MISSIONPARAMETER3 = VALUE;};};};

The template and difficulty must be defined. Parameter definition is optional.

The entry naming is always missionName.terrainName.

class CfgMissions{class MPMissions{class MP_Marksmen_01{briefingName = "End Game 16 Kavala";directory = "A3\Missions_F_MP_Mark\MPScenarios\MP_Marksmen_01.Altis";};class EscapeFromMalden//class name not the same as mission folder name!{briefingName = "Escape 10 Malden";directory = "A3\Missions_F_Patrol\MPScenarios\MP_EscapeFromMalden.Malden";};class MP_CombatPatrol_01{briefingName = "COOP 12 Combat Patrol";directory = "A3\Missions_F_Patrol\mpscenarios\MP_CombatPatrol_01.Altis";};class Apex{briefingName = "Apex Protocol";class EXP_m01{briefingName = "01 Keystone";directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa";};};};

Set the desired enforced difficulty level.

A mission may offer mission parameters. You can apply a different default for the given mission in your mission rotation by setting the key-value pair in here.
To determine if/what mission parameters are available, you need to exact the mission pbo to get to the Description.ext.
The actual definition may also be found in another files if #include "PATH\FILE.extension" is used.

class Missions{class TestMission01 // name for the first entry - can be anything (characters/numbers/underscore, but no spaces!){template = "MP_Marksmen_01.Altis";difficulty = "recruit";class Params{RespawnDelay = 15;// default 30EndGameRespawnDelay = 30;// default 45};};class TestMission02{template = "EscapeFromMalden.Malden";difficulty = "regular";class Params{Loadouts = 0;// default 1EnemyEquipment = 0;// default 1};};class TestMission03{template = "MP_CombatPatrol_01.Altis";difficulty = "veteran";class Params{BIS_CP_reinforcements = 2;// default 0BIS_CP_tickets = 5;// default 20};};class TestMission04{template = "EXP_m01.Tanoa";// Apex Protocol - COOP campaigndifficulty = "custom";class Params{};};};

Mainly intended for MP campaigns. If the progress is defined in the MPMissions class, server administrator can simply add the whole campaign by adding campaign class into the server.cfg. See the example below.

class MPMissions{class Apex{briefingName = "$STR_A3_CoopCampaignName";class EXP_m01{briefingName = "$STR_A3_exp_m01_missionname";directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa";};class EXP_m02{briefingName = "$STR_A3_exp_m02_missionname";directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa";};class EXP_m03{briefingName = "$STR_A3_exp_m03_missionname";directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa";};};};
// MISSIONS CYCLEclass Missions{class Apex{};};
class Missions{class Apex{class EXP_m01{difficulty = "veteran";};};};

For hosting server behind NAT or firewall, please ensure gameport and STEAMports are forwarded and open!
Set the ICMP "echo reply" as allowed so the server is able return ping delay properly.
It's recommended to enable the NAT traversal (so called "Edge traversal" in Windows Firewall) for arma3server.exe, arma3.exe to better support clients/servers behind NAT.

On dedicated server, only an admin can set mission options provided by mission maker via class Params. However as a server owner it is possible to override default setting with your own. See Mission Parameters for more info.

Server Config File – Arma 3 (2024)

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