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stukilol

Connecting failed

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Hi,

we got a Server running since today we finally got our mission file and IDs.

We rent a Gameserver from professional gameservers.

So i got the server running and playable for everyone but i kept making changes in the server config and restarting.

Now it says "Connecting failed" for everyone of us when we try to join even when i undo cfg changes.

Server rpt says


23:45:28 NAT Negotiation failed - unable to communicate with the server

Client rpt says


NAT Negotiation failed (NNThink - result 2)

Server DayZ cfg


//
// server.cfg
//
// comments are written with "//" in front of them.

// GLOBAL SETTINGS
hostname = "<3DE 607 Beastmode (v1.7.2.3/95208)"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "Not for the Forum"; // 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 = "cfgdayz\server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {"Still testing Server Settings. Frequent Restarts will Occur!!",
"Still testing Server Settings. Frequent Restarts will Occur!!",
"Still testing Server Settings. Frequent Restarts will Occur!!",
};
motdInterval = 120; // Time interval (in seconds)

// JOINING RULES
maxPlayers = 40; // 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equalModRequired = 0; // Outdated.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 = 95208; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect

// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 1; // 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 = ""; //
regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature

// 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_YOURIDHERE.Chernarus;
template = dayz_not for share i think.Chernarus;
difficulty = "regular"; // change this for other difficulty settings, regular, expert is valid
};
};
class Regular
{
class Flags
{
3rdPersonView=1;
armor=1;
autoAim=0;
autoGuideAT=1;
autoSpot=1;
cameraShake=1;
clockIndicator=1;
deathMessages=1;
enemyTag=0;
friendlyTag=0;
hud=1;
hudGroupInfo=1;
hudPerm=1;
hudWp=1;
hudWpPerm=1;
map=1;
netStats=1;
tracers=1;
ultraAI=0;
unlimitedSaves=1;
vonId=0;
weaponCursor=1;
};
skillFriendly=1;
precisionFriendly=1;
skillEnemy=0.69999999;
precisionEnemy=0.5;
};
class Veteran
{
class Flags
{
3rdPersonView = 1;
armor = 1;// Cannot be changed
autoAim = 0;// Cannot be changed
autoGuideAT = 0;// Cannot be changed
autoSpot = 0;// Cannot be changed
cameraShake = 1;
clockIndicator = 0;
deathMessages = 1;
enemyTag = 0;// Cannot be changed
friendlyTag = 0;// Cannot be changed
hud = 1;
hudGroupInfo = 0;
hudPerm = 0;// Cannot be changed
hudWp = 1;
hudWpPerm = 0;// Cannot be changed
map = 1;
netStats = 1;
tracers = 0;// Cannot be changed
ultraAI = 0;
unlimitedSaves = 0;
vonId = 0;
weaponCursor = 1;
};
skillFriendly=0.5;
precisionFriendly=1;
skillEnemy=1;
precisionEnemy=1;
};
shadingQuality=7;
shadowQuality=3;
sceneComplexity=300000;
viewDistance=1600;

Well i have really no clue whats going wrong. Lets me point out again that the server worked until i restarted after editing the cfg via webinterface. So no changes in any data exept the cfg in which i have undone all changes to when it worked.

Our server is DE 607. Any ideads? Thanks.

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I have the exact same issue with UK26, after a reboot the server could not be joined "connection failed" same results in the RPT file.

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Had a BattlEye failure on our server and I rebooted it and couldn't reconnect to it until I fully exited my game and came back.

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I'll tell you the issue: Arma 2 is developed by amateurs that aren't even qualified to flip burgers. It's the game. Not you. It's completely FUBAR.

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