Comments (1)
How it works, I think is
the HTML file contains links to mods
the script loads all the mods id's in an array or something from the HTML file then checks if they exist on the server and does a quick integrity/update check
if not,
then download each mod with steamcmd
workkshop_download_item <appid> <modworkshopid>
Arma 3's app id is: 107410
A mod's workshop ID is in the URL for its' workshop page. example mod URL is https://steamcommunity.com/sharedfiles/filedetails/?id=463939057
to download that mod you would type:
workshop_download_item 107410 463939057
the downloaded mod would be in a folder called @463939057
anyways the script downloads each mod,
after downloading a mod, the script will have the mod folder and files changed to lowercase
( NO capital letters, or spaces, to prevent errors).
and then checks each downloaded mod for keys, and moves them to the Keys folder server root directory, which is where the are MPMission folder and Arma 3 EXE are located
after all is finished it adds the mods id's listed in the HTML file to the -mod= startup parameter so the server launches with these mods ( example -mod=@463939057;@2NDMODHERE;@3RDMODHERE; )
(.bikey files are called keys, they are used by the server will allow the client to use the mod)
sample .html mods preset file here https://s3.amazonaws.com/guildtag/file/12395/67509-483799.html
https://community.bistudio.com/wiki/Arma:_Mod_Folders
https://community.bistudio.com/wiki/Arma_3:_Startup_Parameters
list of all the extra configs that can be changed in this JSON file
https://github.com/parkervcp/eggs/blob/master/game_eggs/steamcmd_servers/arma/arma3/egg-arma3.json
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