113 Commits

Author SHA1 Message Date
Red-Thirten
c69ecc02b2 [games] Add sleep to source image (#14)
Sleep for 1 second before proceeding with steamcmd update to make sure it doesn't deadlock
2021-11-05 23:57:00 +02:00
Torsten Widmann
581038a328 Fix for Debian Bullyeye (#8) 2021-08-22 20:46:05 +03:00
Alex
d1c80ea7e3 Merge pull request #2 from lilkingjr1/arma3
Arma 3 - Small Bug Fix
2021-07-14 12:27:58 +03:00
Red-Thirten
577d18ce26 Arma 3 - Small Bug Fix
- Fixed RemoveDuplicates function adding an extra trailing semicolon if the input string is empty.
- Added Aussie Server Hosts as a credited contributor for help and ideas on the project.
2021-07-13 23:24:28 -07:00
Softwarenoob
ff39426961 force rebuild all images 2021-07-14 03:45:37 +03:00
Red-Thirten
4b47c04777 Update entrypoint.sh
- Moved the mod movement, lowercase command, and key movement to the "success" portion of the SteamCMD function to prevent the code from trying to perform these actions on failed mod downloads.
- Changed some of the echos to print this process more cleanly
2021-07-13 12:19:12 -07:00
Red-Thirten
1811271a68 Update entrypoint.sh 2021-07-12 19:57:34 -07:00
Red-Thirten
06ca1edce7 Added Arma 3 image files
These files originate from https://github.com/parkervcp/images/tree/game/arma3 which is currently hosted at quay.io/parkervcp/pterodactyl-images:game_arma3
However, the entire image has been mainly rewritten in this update, which includes the following changes:
- Code styling / nomenclature has been normalized across the entire file.
- A robust RunSteamCMD function has been added to run SteamCMD with advanced error handling and reporting. Works for both the server and mods, and is configurable with the STEAMCMD_ATTEMPTS environment variable to specify how many times it should retry a download after a recoverable error (like large Workshop mod downloads timing out).
- Added support for a MOD_FILE environment variable, to specify an exported Arma 3 modlist HTML file for import into the server (for downloads and runtime). These mods are combined with any mods listed in MODIFICATIONS.
- A more robust and automatic way of downloading/updating mods is now included with the UPDATE_SERVER function. All mods to be used during runtime are checked for updates by comparing local file's creation dates against the mod's Workshop page last update. This allows for fast and reliable mod updates compared to the old manual system, and allows users to comfortably leave the update server function on all the time if they'd like.
- Added a RemoveDuplicates function to prevent a user from accidentally loading a mod twice.
- Checks for missing, trailing semicolons in manual mod lists due to human error.
- Mod update information echos are less cryptic and now use the mod's human-readable name, as well as printing the date they last updated.
- Made the server binary check error messages less cryptic and provided solution recommendations.
- Added a CLEAR_CACHE env. var. function to delete headless client profiles on startup to help with potential issues they cause.
- Un-hardcoded the basic.cfg URL and replaced with env. var.
- Added HC_HIDE env. var. to prevent headless client console spam.
- Added VALIDATE_SERVER env. var. to manually validate, because the new automatic update function skips validation to speed it up.
- Added CDLC env. var. for easy download of Creator DLCs incase the user doesn't know how to use SteamCMD beta branches.
2021-07-12 17:01:41 -07:00
Red-Thirten
cc01ed7599 Create README.md 2021-07-12 16:56:17 -07:00
Charles Morgan
9e243293ba Add auto update script
Add's auto-update option inside entry point if `AUTO_UPDATE` flag is set to 1

Pulled from parkers entrypoint for source debian
2021-06-17 20:20:01 -04:00
Dane Everitt
5919abae88 Actually correct command running... 2021-05-29 10:52:55 -07:00
Dane Everitt
0248368c01 Improve the startup commands and unbreak their execution 2021-05-29 10:19:11 -07:00
Dane Everitt
ee444da25a Move a bunch of files around, try to get things working 2021-05-15 12:26:45 -07:00