An important thing to note is that Ravage is designed as a mod framework - that is to say, it's intended to be the basis for other mods. Although Ravage comes with a single player mission set on Altis, this is intended to be a demonstration, rather than the sole point of the mod. Accordingly, that mission is designed to be single player only and is not designed for multiplayer sessions. You will need to use another mission file that is designed for multiplayer.
Arma 3 Mission File Location
You will also need a multiplayer mission file. The Altis demonstration mission that is included with Ravage is not a suitable file. Also, it is built into another file (along with other stuff), so you would need to extract it in order to use it. And it's not made for multiplayer anyway. You will need another mission file!
Place your mission file in the mpmissions folder inside your ArmA 3 folder. Be careful not to put it in the missions folder as that is designed for single player missions and will not show up on the mission list in multiplayer.
Obtain the mission file from The Escape page. Make sure it is the multiplayer version (co@06_ravage-the-escape-sw.altis.pbo). Place the file in the mpmissions folder. Only the host needs the mission file - other players will download it from you as they connect.
Place the mission file in the mpmissions folder. If there is not an mpmissions folder, create one. If you place the file in the missions folder it will not show up on the missions list on the server.
It is not necessary to specify the mission file in the server configuration, but you will have to connect to the game, log in as an admin and choose it from the mission list to otherwise run it. By adding it to the mission cycle in the server.cfg file, you are just simplfying the process.
To do so, you need to edit the server.cfg file. The example shown below is a typical and simple server.cfg file. All that has been added to it is in the Missions Cycle section. The template = line specifies the mission file to load. In this case it is from The Escape. The Escape has no other dependencies - it doesn't need any other mods or addons aside from @Ravage and @CBA_A3. The mission must be specified by its filename without the pbo extension. So in this case we're adding co@06_ravage-the-escape-sw.altis.pbo, making the line template = co@06_ravage-the-escape-sw.altis;
Players who want to connect to your server will have to have the @Ravage and @CBA_A3 folders on their machine and they will have to be loaded (either through the ArmA 3 launcher or through a modified shortcut). They do not have to have a copy of the mission file as it will be downloaded from the server. Note: Mission files downloaded from the server are not stored in the local mpmissions folder, but in a sub-folder off the ArmA 3 folder in My Documents.
The process is the same for loading mission files that do have other dependencies, but you will have to add those folders and add them to the server startup command. I only chose The Escape for this example to keep things simple. Players connecting to your server will also have to have the addition mod folders (that the mission requires) installed and loaded.
By default the mission is packed into a .pbo file, which is then downloaded by anyone who connects to the server. In order to access .pbo content directly, like sounds or images you put in, you need to know the path that Arma 3 would understand.
EDIT3: Yet another method for extracting the mission root, this time the courtesy of BIS Karel Moricky. This method relies on description.ext file, which must be present in your mission directory. Using str with missionConfigFile will give us desired path to description.ext, all we need to do is to strip off description.ext (which is 15 characters long) just like we did with init.sqf before.
I think this is the best method of them all because it is universal, will work in SP too, you can put your root finding routing anywhere and do not need to use preprocessor. Just to remind, you do have to have description.ext file present in mission.
To enable troubleshooting from the server .rpt logs and also of benefit when looking at local .rpt files, all missions that are on our server must have the following in the first few lines of the init.sqf
Step 6. Set up your server however you like, leave the ports default for the sake of following this guide, turn on BattlEye for cheat protection, choose your mission file, etc. Remember to save the profile by clicking "Save" down at the bottom.
Step 2. Right click the shortcut and edit the launch parameters like so: "D:\example\example\arma3example\arma3server.exe" "-profiles=D:\example\example\arma3example\A3Master" -port=2302 -config=arma_server.cfg -world=empty
As any honest ArmA-ist, I decided to go about my hard disk, and delete any reference of the missionby hand. ArmA 3 missions come as PBO files. Well, this hasn't changed since Operation Flashpoint really. What did change is the location ofmission files, and the sheer complexity of the whole deal.
Soon, I found myself digging through folder after folder. Some of the maps are saved in a veryspecific, esoteric folder inside the Steam installation directory. You can also find missions under MyDocuments. Also, under AppData/Local, in one or two places. There are also different locations forsingleplayer and multiplayer missions. There be a mission cache, too. Plus your saves. Gets convolutedand painful. The worst thing, despite my rigor, one particular mission simply refused to go away.
19:37:51 Starting mission:19:37:51 Mission file: epoch (__cur_mp)19:37:51 Mission world: Chernarus19:37:51 Mission directory: mpmissions\__cur_mp.Chernarus\19:37:51 Missing addons detected:19:37:51 cup_chernarus_config19:37:51 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.cup_chernarus_config19:37:51 Mission epoch.Chernarus: Missing 'description.ext::Header'
21:29:48 Missing addons detected:21:29:48 cup_chernarus_config21:29:48 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.cup_chernarus_config21:29:48 Mission epoch.Chernarus: Missing 'description.ext::Header'21:29:48 Starting mission:21:29:48 Mission file: epoch (__cur_mp)21:29:48 Mission world: Chernarus21:29:48 Mission directory: mpmissions\__cur_mp.Chernarus\21:29:48 Warning Message: No entry 'bin\config.bin/CfgWorlds/Chernarus.worldName'.21:29:48 Warning Message: '/' is not a value
The mission folder is divided between individual files placed in the directory root and folders that contain additional files which perform similar functions. The image on the left demonstrates a directory system which I developed that keep files organized very nicely.
This is the primary file you will create for your mission. All code in the init.sqf file is immediately activated the moment the mission is launched. The sample code provided can be modified and/or deleted and additional code can be added at your discretion.
The first code (waitUntil !isNil "bis_fnc_init";) tells the init.sqf file to wait until the 'Functions' module is initialized before proceeding. You should make a habit of placing a 'Functions' module on the map of every mission you create, as it is used by a wide variety of addons/mods that you may utilize.
The final block of code references the 'Ambient Combat' module. This module will create random combat situations during your mission. To make this work, place the module on the map and then synchronize it to each of the players. Name the module 'ACM01', which will then link it to the code in your init.sqf file.
This file sets up the basic parameters of your mission plus references your music and sound files. Occasionally an addon will require you to add some additional code to this file but, all in all, it is pretty straightforward. Your music and sound files need to placed in their respective folders and in regard to line 83 (loadScreen = "pictures\splash.paa";) you can learn how to make your own image by reading my tutorial Creating a Mission Intro Splash Screen.
All sound files are placed here. Just like the music files, sound files must be in .ogg format or you will not hear them. Enter the mission and just past the smoke demo is a tiny cargo container that has been turned into a soundbox. Scroll over the container, select each of the three sound samples and they will play. The sound scripts are found alongside the sound files in the sound folder.
The second one ('spawn-civilians-on-for-loop.sqf') has been activated in the '001-script-launcher.sqf' file which, as we have previously discussed, has itself been activated by the 'init.sqf' file at mission launch.
This folder holds any scripts that use the sleep code and that run independently of other scripts. Most of the time timer scripts will be initiated by either the 'init.sqf' file or the '001-script-launcher.sqf' file at the beginning of the mission.
Then you can play mission of your choice easily in Arma 3 With All DLCs And Updates. This is very simply. All you have to do is get Arma 3 With All DLCs And Updates Save File which is very small file roughly 1Mb and even less than that. Then you need to copy the file in Save game location of Arma 3 With All DLCs And Updates. 2ff7e9595c
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