Arma 3
ROUT - Altis
84 Comments
mabutu_dembele 22 May @ 7:28am 
bravo 👍
Skull  [author] 5 May @ 10:21pm 
I think you can get mortar vehicles, and maybe statics, from the garage for players to use. I'll add both player directed and the automated ai artillery to my list of ideas for future improvements. I've got automated artillery in my impasse Total War mission. I'll look at porting it into ROUT.
mabutu_dembele 5 May @ 9:24pm 
is that possible to add artillery support for both sides? auto by ai/manual by players?
Skull  [author] 26 Mar @ 9:25pm 
The scenario doesn't have any access to files. That would be a huge Arma security bug. Arma itself handles all the file access. All the scenario does is ask arma to give me the data stored with a specific name attached.

Arma saves all data from all the scenarios, all your achievements, and things like that in a binary file that is the XXX.vars.arma3profile. The XXX is usually your steam name or whatever.

My server.cfg doesn't have anything about saving. It just has the hostname, password, difficulty settings. I think I got mine from that web page I link from earlier.

The call I use to start the server is:
start C:\Users\Skull\Servers\ArmaServers\arma3server.exe -enableHT -malloc=tbbmalloc -profiles=C:\Users\Skull\Servers\Arma3Server -config=CONFIG_server.cfg -world=empty "-mod=...<mods list here>...

And my vars file is:
C:\Users\Skull\Servers\Arma3Server\Users\Skull\Skull.vars.Arma3Profile
Jayare 26 Mar @ 5:00pm 
Which file, in which directory, does the scenario want to load after server restart?
Jayare 26 Mar @ 4:54pm 
ok, maybe thats the problem? can u send me your server.cfg? maybe per discord? :)
Skull  [author] 26 Mar @ 9:20am 
I just use a laptop I have next to my desk as a server.
Jayare 25 Mar @ 4:27pm 
May I ask where you rented your server?
Jayare 25 Mar @ 10:44am 
Thanks, i tried with -profiles=c:/gameservers/s1500674/arma3_win (thats my path), the game dont create a server.vars.arma3profile only a user profile. Dont know... thank u for help!
Skull  [author] 25 Mar @ 10:01am 
My server startup has another option:
-profiles=C:\armaservers\Arma3Server
Maybe you are mission the -profiles option.
Jayare 25 Mar @ 9:49am 
Thank you for answer, i tried many things since yesterday nothing helped :( Maybe i hav a problem with the path on my server?
c:/gameservers/s1500674/arma3_win/arma3server.exe" -ip=85.14.193.156 -port=2302 -config=config\a3server.cfg -cfg=config\a3basic.cfg -par=config\a3parameter.cfg -profiles=config
thats the path including startup parameters
Skull  [author] 25 Mar @ 9:03am 
@Jayare: check out this web page: https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server
Maybe it can help. I'm not an expert on dedicated servers, but I use one regularly and all the settings get saved as expected.
Jayare 25 Mar @ 8:26am 
I need a Startup Parameter? The Server.vars.arma3profile is not updated since install the server...
Jayare 24 Mar @ 10:01pm 
where are this file? sry ^^
Skull  [author] 24 Mar @ 8:26pm 
The parameter and save info is saved in the XXX.vars.Arma3Profile file. Its where Arma stores all its info from missions.
Jayare 24 Mar @ 7:34pm 
oh i forget: after server restart....
where is parameters saved after start the server?
Skull  [author] 24 Mar @ 6:33pm 
It should. We play on dedicated all the time. It only saves where the objectives are and which objectives are captured. Also how many enemy remain, and what type of enemy vehicles remain. So it's not a snapshot save, more of a progress save. If it doesn't think it has a valid save, then it will ask for faction/dlc. Otherwise it should load up the saved game.
Jayare 24 Mar @ 5:51pm 
The progress is not saved on my dedicated server, why? Parameter: Force a new game = No, use save game if available!
Skull  [author] 22 Feb @ 8:26am 
I'll add that to my ideas list for when I get time to improve things.
ken2576 21 Feb @ 5:14pm 
Hi Skull,

I wonder if it's possible to optionally spawn the ally squad with random vehicles (like trucks or APCs) to make them some kind of motorized/mechanized squads.
I have been using Advanced AI Command 2 to make them mount the transport vehicles but it requires a lot of micro-management. It would be great to just have the ally squad move to the obj in transports automatically.
Thanks in advance.
Apricot_ale 19 Dec, 2024 @ 5:22am 
Understand. Thanks
Skull  [author] 18 Dec, 2024 @ 6:41pm 
Also, the vehicles around the repair area are just props, so simulation is disabled on those.
Skull  [author] 18 Dec, 2024 @ 12:01pm 
The vehicles will switch to 'enableSimulation false' after players aren't around. They stay in this state, but should have an action to 'Unlock Vehicle' that will re-enable simulation on the vehicle.

The office are set to 'allowDamage false'. Perhaps with ACE they are still taking damage. I will look into this.
Apricot_ale 18 Dec, 2024 @ 9:43am 
Some base vehicle is in enableSimulation false even player near by base.
Commanderr (Shows Action Menu i.e. FastTravel,Recruit) are get damage by player at ACE and not spawn again (before restart)
Skull  [author] 12 Dec, 2024 @ 9:33am 
I added the ability to save/retrieve captured vehicles and to deploy a base at an airfield. Talk to the mechanic near the rearm/repair location at any base.
Skull  [author] 4 Dec, 2024 @ 12:32pm 
Good ideas. I'll add those to my list of things I could add.
yuri1 4 Dec, 2024 @ 11:22am 
Thank you, I also have a suggestion, is it possible to add minefield and roadside IED within or near the AO, optional of course, and well as objectives like radio tower and caches to blow up (cutting off reinforcement, similar to domination)?
Skull  [author] 2 Dec, 2024 @ 9:05am 
I found the bug. It happened for people who joined the game after it had started (JIP). I'll push out the fix in the next couple of days. Thanks for the help finding it.
yuri1 1 Dec, 2024 @ 9:10pm 
It was on LAN, and we were using ace but I didn't enable ace arsenal in the parameter.
Skull  [author] 1 Dec, 2024 @ 11:19am 
I'll look into it. Was it a dedicated server, or someone else hosting? Do you use any arsenal mods like ACE?
yuri1 1 Dec, 2024 @ 10:15am 
Had a new bug, client sometimes cannot open arsenal.
苏大妈 1 Dec, 2024 @ 8:46am 
This is a brilliant idea, it will definitely enhance the gaming experience. Looking forward to seeing your update!
Skull  [author] 1 Dec, 2024 @ 8:31am 
I was thinking of adding an option to save any vehicle at the repair station. The game would de-spawn that vehicle and save it. You would have another option to retrieve the vehicle, but it would just be a list of the vehicle names (no full 3d garage). That way it would serve the same purpose without requiring a mod. At that same location you could request a airfield crate that can be taken to an airfield and deployed allowing using a garage that includes fixed wing aircraft. I've added those things to my list of things to add when I get time.
苏大妈 30 Nov, 2024 @ 8:02pm 
Maybe only need the method with the Minimum workload,
1.Similar to the spawn of a "boat" and the "fixed-wing aircraft".
2.Adding compatibility for the "HR Garage Mod" at each base's "REPAIR STATION"; if this mod is not present, the "REPAIR STATION" does nothing.
Skull  [author] 30 Nov, 2024 @ 11:43am 
I like that idea for having a fixed wing spawning crate that you take to an airport.
I'll have to think about the 'stealing enemy vehicles'. It's a neat idea, but I'm not sure it's worth the complexity it adds.
苏大妈 30 Nov, 2024 @ 10:17am 
苏大妈 30 Nov, 2024 @ 9:55am 
Or the simple, like a spawn boat,as spawn fixed-wing
苏大妈 30 Nov, 2024 @ 9:46am 
Great scenario! My friends and I have been playing for a week! PMCs against the whole world.

It would be even better if we could add fixed-wing aircraft. For example, simply adding a cargo container at each base, which players can move anywhere with a helicopter (such as to an airport).
And the ability to bring enemy vehicles back to the base and Multi-Playthrough Inheritance of Looted Vehicles.:steamhappy:
Skull  [author] 26 Nov, 2024 @ 9:53am 
This mission is much simpler, without tasks and such. We like it for the ability to get better at using the vehicles in arma as well as some fun ground pounding. Have fun!
Jade 26 Nov, 2024 @ 8:39am 
Normally we run KP Liberation. I've modded it extensively, but it has underlying issues that are simply unnecessary. The supply system is tedious and only pollutes the server with crates, for example. We're looking for leaner game modes that provide that same CTI idea but with performance in mind.
Skull  [author] 25 Nov, 2024 @ 8:30pm 
I'm glad its working for you. We've been playing it a lot and really enjoying it as well.
Jade 25 Nov, 2024 @ 7:39pm 
Seems like it was a bug or something. I ended up fixing it by calling in a supply drop. So far we're liking it. This has been a test run before we spend a lot of time configuring it.
Skull  [author] 25 Nov, 2024 @ 5:29pm 
It shouldn't be. The wooden cabinets should be a virtual arsenal for everyone, and the office has an option for 'garage' that will open the virtual garage. Both should work for everyone. I don't use ACE, but it should work if you use the ACE arsenal as well.

There is a parameter that will change what's available in the virtual arsenal. It can be 'full' which will show everything, or more limited by 'side' or by 'faction' which will limit the items.
Jade 25 Nov, 2024 @ 5:10pm 
Is the arsenal locked for players that aren't the squad leader?
Skull  [author] 18 Sep, 2024 @ 10:11am 
Yes, fixed wing aren't intended to be used in rout. It would be a lot of extra work to add them in since they require airports to take off and it didn't seem like it was worth the work as it didn't really fit the mission that great anyway.
ken2576 17 Sep, 2024 @ 10:18pm 
It's working great now!
For the fixed wing vehicles, I don't see any of them in the virtual garage.
I guess they are never intended to be used if the filter is on?
Maybe the AI will use it as well?
Skull  [author] 14 Sep, 2024 @ 2:00pm 
It's been updated. Let me know if you see any more issues.
ken2576 13 Sep, 2024 @ 9:50pm 
Looking forward to it!
Thanks for the quick response as well!
Skull  [author] 13 Sep, 2024 @ 6:53pm 
I've figured out the problem. Hopefully I'll have a fix pushed out tomorrow.
ken2576 12 Sep, 2024 @ 6:44pm 
So I tested with only CBA and Zeus Enhanced enabled
Tested on Altis with NATO vs. CSAT
It worked fine and I can see the tanks spawning (though AA tanks are too frequent)

However, with SOG DLC under the same setting, MACV vs. PAVN, I only see BTR and M113
spawning.
PAVN spawns a lot of static AAs even though I disabled enemy statics.
In the virtual arsenal, I also can't see any tanks with the filter on Map/DLC.