Guest Posted August 24, 2004 Share Posted August 24, 2004 I know that this might sound like a complete noob question but i have recently started renting a server from e-frag and i have no idea how to set scripts up on the server, specifically the admin scripts. Before this i was running a home server, and the admin commands were done with MTAma2004 in IRC, with the .mrc scripts in my mIRC directory and the mtaserver.conf was in my Multi Theft Auto\Server directory. I can connect to my e-frag server through flash fxp and i have edited the mtaserver.conf and added the admin password, but when i try and connect to the server through MTAma admin it just keeps timing out. What could i be doing wrong? Any advice would be much appreciated. This is my mtaserver.conf: # ServerName # Required: Yes and MUST have a length of atleast 3 # Purpose: Defines the name in which the Server will be known as. Useful for ASE support and the upcoming Listing Server # Notes: # None ServerName "MTA0.4.1 - my server" # GameIPAddress # Required: No. Will set to default if no explicit specification. # Purpose: Defines which IP address GAME server will listen on. # Notes: # Must be in IP address form. Comment this line out for default. GameIPAddress "xx.xxx.xx.xx" (my e-frag server IP) # AdminIPAddress # Required: No. Will set to default if no explicit specification. # Purpose: Defines which IP address ADMIN server will listen on. # Notes: # Must be in IP address form. Comment this line out for default. #AdminIPAddress "xx.xx.xxx.xxx" # ServerPort # Required: Yes and MUST be greater than 0 # Purpose: Defines the port in which the Server will listen on for incoming connections. # Notes: # This port must not be used by any other process and MUST be opened for UDP traffic on your firewall ServerPort 2004 # MaxPlayers # Required: Yes and MUST be between 1 and 32 (Game 1 (GTA3)) or 1 and 26 (Game 2 (GTA:VC)) # Purpose: Defines the maximum amount of players allowed to connect to the Server and play in the game. # Notes: # Although we are using updated netcode, the Server is designed to to scale depending on the amount of Client's that our connected. # So, this means that the less Client's that are connected to your Server, the less bandwidth your Server will use and vice versa. # I advise starting off at a lower number, such as 8 or 16 (or lower), and monitoring your bandwidth to determine whether it is within an # acceptable range and then adjusting accordingly. We DO NOT accept bills for going over your monthly bandwidth usage # # The Following restriction only applies to Game 2 (GTA:VC), Game 1 (GTA3) still supports 32 players. # * WARNING * - We have dropped down the Player Count to a maximum of 26 players due to some restrictions in the current methods of # the scm. Future versions will do things a lot differently, which will allow for this to be increased once again, but for the amount # of Server's that actually run > 24, we thought this was an acceptable limit. MaxPlayers 12 # Game # Required: Yes and MUST be set to 1 (GTA3) or 2 (GTA:VC) # Purpose: Defines the Game that the Server will be running (and in turn all Client's will be forced to use for this Server) # Notes: # 1 - GTA3 # 2 - GTA:VC Game 2 # GameMode # Required: Yes and MUST be set to 1 (Regular) or 2 (Stunt) # Purpose: Defines the Game Mode that the Server will be running (and in turn all Client's will be force to use for this Server) # Notes: # 1 - Regular (mta.scm which holds regular Deathmatch) # 2 - Stunt (mtas.scm which holds Stunt gameplay (May only be used with Game 2 (GTA:VC)) GameMode 1 # GameHour # Required: Yes and MUST be between 0 and 23 (24 Hour Clock) # Purpose: Defines the hour the in-game clock will start on # Notes: # 00, 01 etc. is not required. GameHour 12 # GameMins # Required: Yes and MUST be between 0 and 59 # Purpose: Defines the minutes the in-game clock will start on # Notes: # 00, 01 etc. is not required. GameMins 30 # RandomWeather # Required: No # Purpose: Defines whether or not Weather will be random # Notes: # 0 - disabled # 1 - enabled RandomWeather 1 # MOTDEnabled # Required: No # Purpose: Tells the server whether or not it should send a Message of the Day to the clients when they connect. MOTDEnabled 1 # ASE # Required: No # Purpose: Defines whether or not we should attempt to register the Server with ASE (All Seeing Eye ... Server Browser) # Notes: # ASE will attempt to connect and issue commands through ServerPort + 123 (or, in unavailable, +124, +125, etc ...) # 0 - disabled # 1 - enabled ASE 1 # LogFile # Required: No # Purpose: Forces the Server to log certain activities to the file / path specified # Notes: # If you do not wish to enable logging within the Server, comment out the following line. LogFile "mtaserver.log" # BannedFile # Required: Yes # Purpose: Forces the Server to store the bans of this server to the file / path specified # Notes: # BannedFile "banned.lst" # DoNotOutputChatToLog # Required: No (this value is 0 if this is not specified) # Purpose: Defines whether or not the Server should display/log chat text # Notes: # 0 - disabled, display/log the chat text # 1 - enabled, do not display/log the chat text DoNotOutputChatToLog 0 # StatLogging # Required: No (0 is disabled) # Purpose: Enables the statistics-mode logging for use with MTA-Stats # Notes: # If you want to generate a statistics page for your game, enable this setting and run the MTA-Stats # program to create a PHP statistics page. # # * WARNING * - There is a potential problem when enabling this that may cause server instability / crashing. Use at # your own risk. # # 0 - disabled # 1 - enabled (statistics enabled) StatLogging 0 # ServerPasswordEnabled # Required: No # Purpose: Defines that a password is required for Client's to connect to your Server # Notes: # Password's are NOT sent encrypted in this version of the Client / Server. Please keep that in mind. # 0 - disabled # 1 - enabled ServerPasswordEnabled 0 # ServerPassword # Required: Yes (if ServerPasswordEnabled == 1) # Purpose: Defines the password that will be required for Client's to connect to your Server # Notes: # Password's are NOT sent encrypted in this version of the Client / Server. Please keep that in mind. #ServerPassword "" # AdminServer # Required: No # Purpose: Defines whether or not the Server should listen for connections from the MTA Remote Admin # Notes: # 0 - disabled # 1 - enabled AdminServer 1 # AdminPlus # Required: No # Purpose: Defines whether or not the Server should accept connections from Admin+ Clients # Notes: # Enabling this feature will use bandwidth to the equivalent of an extra player # 0 - disabled # 1 - enabled #AdminPlus 0 # AdminPort # Required: No (default port is 4003 if this is not specified) # Purpose: Defines the port in which the Server will listen on for communication with the MTA Remote Admin # Notes: # This port must not be used by any other process and MUST be opened for UDP traffic on your firewall AdminPort 4005 # AdminPassword # Required: Yes (if AdminServer == 1) # Purpose: Defines the password that will be required for the MTA Remote Admin to connect to your Server # Notes: # Password's are NOT sent encrypted in this version of the Client / Server. Please keep that in mind. AdminPassword "xxxxxxxxxxxx" (my admin password) # AdminPlusPassword # Required: Yes (if AdminPlus == 1) # Purpose: Defines the password that will be required by the MTA Remote Admin for Admin+ Connections to your Server # Notes: # Password's are NOT sent encrypted in this version of the Client / Server. Please keep that in mind. #AdminPlusPassword "xxxxxxxxx" # AdminAllowShutdown # Required: No # Purpose: Defines whether or not the MTA Remote Admin should have the power to shut down the Server # Notes: # 0 - disabled # 1 - enabled AdminAllowShutdown 0 # ChatFloodMaxCount # Required: No (default count is 2 if this is not specified) # Purpose: Defines the maximum amount of chat lines/sec to accept before action is taken against the Player. # Notes: # You will have to play around with this number to see how it works best for you. The value must be at # least 1 and the lower the number, the less tolerance the Server will have for chat flooders. # The recommended values are 2 or 3. ChatFloodMaxCount 2 # BanOnChatFlood # Required: No (default value is 0) # Purpose: Defines whether or not the Player's IP should be banned if they are suspected of chat flooding # Notes: # Although this is a useful feature, you will have to remember that not all Player's suspected of chat flooding # are in fact attempting to chat flood the Server. By default, the Server will disconnect those who are # suspected, which in 99% of the cases should be fine. Only enable this if you feel your Server is under attack. # # 0 - disabled # 1 - enabled BanOnChatFlood 0 # # Advanced Server Settings # # Only change these if you know what you are doing and know the limits of the MTA Server and your Connection # # ServerSendLimitEnabled # Required: No # Purpose: Defines whether or not the Server should limit how much data is sent (will result in packet drops if the limit is exceeded) # Notes: # Gameplay will be sacrificed if this is enabled and packets are dropped. It is NOT recommended that you use this. # This should only be used in emergency purposes and if you enable all these advanced settings I suggest setting the values very high. # 0 - disabled # 1 - enabled #ServerSendLimitEnabled 1 # ServerSendLimit # Required: Yes (if ServerSendLimitEnabled == 1) # Purpose: Defines the actual send limit, in bytes, that will be enforced. If this limit is increased packets will be dropped. # Notes: # This value is the total bytes / second that will be allowed. It is reset to 0 every second and is counted on each send. #ServerSendLimit 200000 # ServerSendLimitMaxAllowed # Required: Yes (if ServerSendLimitEnabled == 1) # Purpose: Defines the maximum amount of bytes to be sent / second that will be allowed before the Server shuts itself down. # Notes: # None #ServerSendLimitMaxAllowed 250000 # ServerSendLimitLogDropped # Required: No # Purpose: Defines whether or not the dropped packet notification's should be logged. # Notes: # 0 - disabled # 1 - enabled #ServerSendLimitLogDropped 1 Cheers, Mezma Link to comment
orappa Posted August 24, 2004 Share Posted August 24, 2004 They might have some kind of firewall and only opened the game port. Link to comment
Quig Posted August 24, 2004 Share Posted August 24, 2004 ask someone from FMJ they rent from e-frag aswell i think Link to comment
Guest Posted August 24, 2004 Share Posted August 24, 2004 thanks guys, but it's now sorted Link to comment
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