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Arma 3 Server Not Showing Up in the Browser: Complete Fix Checklist

A practical, ordered fix for an Arma 3 dedicated server that friends cannot see: verify registration, align query ports, forward UDP 2302–2306, solve firewall and NAT problems, and use alternatives when port forwarding is impossible.

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If your Arma 3 server is not showing up in the server browser, the cause is usually network reachability rather than the game executable. A dedicated server must be running and registered with Steam, receive inbound UDP traffic, use the correct query ports, and have a genuine public IPv4 address. Follow the checks below in order; each one eliminates a different failure point.

What must work before a server can appear

Four separate systems are involved when an ArmA 3 dedicated server is listed:

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  • The server process must start successfully and bind to its configured game and query ports.
  • The server must contact Steam’s master-server service and register itself.
  • Your router must pass unsolicited UDP packets from the internet to the computer running the server.
  • The host computer’s firewall must allow those UDP packets through.

A failure in any one of these areas can produce the same symptom: you cannot find the server by name. A server can also be healthy while the browser is still updating, so do not change several settings at once. Use the sequence below and retest after each change.

Arma 3 ports: the numbers to forward

With the default base port, Arma 3 uses this UDP range:

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  • Massive online battles
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Port Function
2302/UDP Game traffic and voice-over-net (VON)
2303/UDP Steam server-query port
2304/UDP Steam master-server registration traffic
2305/UDP Reserved VON port
2306/UDP BattlEye traffic

Forward UDP 2302 through 2306 from the router’s WAN interface to the server computer’s fixed LAN address. Creating TCP rules instead, or forwarding only 2302, does not cover the services that the browser uses. These are the commonly documented defaults; a custom base port changes the entire sequence.

How -port= changes the range

The value supplied with -port= is the game port. The Steam query port is normally one higher, and the remaining related ports follow at successive offsets. For example, if the base port is 2400, expect the query port at 2401 and the rest at 2402, 2403 and 2404. Forward the resulting five-port UDP range, not 2302–2306 as well as the custom range, unless you intentionally run more than one instance.

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Why a query-port override can hide a server

Community troubleshooting reports have identified a manually configured steamqueryport that no longer matched the game-port sequence as the reason a server was not listed. If you added a query-port override, remove it temporarily and return to the default relationship: query port equals game port plus one. Restart the server after editing the parameter. This is a reported single-thread fix rather than a guaranteed rule, but it is a low-cost check.

Step-by-step repair checklist

1. Verify that the server is actually running

Start the dedicated server and inspect its RPT log rather than relying only on a console window. Look for lines identifying the game port and Steam query port, followed by a successful connection or registration with Steam. A healthy example commonly shows “Game Port: 2302” and “Steam Query Port: 2303,” then reports a connection to Steam servers. If the log shows a bind error, an occupied port, or an immediate shutdown, fix that local problem before changing the router.

  • Confirm that the executable remains running after startup.
  • Check that the configured profile, server configuration file and mission are valid.
  • Make sure another Arma instance is not already using the same ports.
  • Read the newest RPT file; old logs can make a failed launch look successful.

2. Wait for browser registration

A newly started server may take roughly five to ten minutes to appear online, according to community reports. Leave the process running during that interval and refresh the browser. If it still does not appear after the wait, continue with the network checks instead of repeatedly restarting it.

3. Remove conflicting manual port settings

Review the launch shortcut, batch file, host panel and configuration file for -port= and steamqueryport. Use one consistent port plan. If you do not need custom ports, remove the overrides, restart, and use the default 2302–2306 UDP range. If you do need a custom base port, calculate every related port from that base and make the router and firewall rules match exactly.

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4. Give the server a stable LAN address

Port forwarding points to an internal address such as 192.168.1.50. If your router’s DHCP service later gives the computer a different address, the forwarding rule silently points at the wrong machine. Create a DHCP reservation for the server computer or configure a static LAN address outside the router’s automatic pool. Record the address before creating the forwarding rule.

5. Forward UDP on the router

  1. Open the router’s administration page and find Port Forwarding, NAT, or Virtual Server.
  2. Create an inbound rule whose protocol is UDP.
  3. Set the external start and end ports to 2302 and 2306, or to the five-port range derived from your custom base port.
  4. Set the internal start and end ports to the same values.
  5. Enter the server computer’s reserved LAN address as the destination.
  6. Save or apply the rule, then reboot the router only if its interface requires it.

Do not assume that a rule labelled “Gaming” or “Arma” uses the correct protocol. Open the rule and verify UDP explicitly. If your router has separate internal and external port fields, keep them identical unless you have a deliberate translation design.

6. Allow the same UDP range through the host firewall

The operating-system firewall is a second barrier after the router. Add an inbound rule for UDP 2302–2306 (or your custom range) on the network profile currently used by the server. Permit the dedicated-server executable as well if your firewall manages applications. Check both the enabled firewall profile and the rule’s scope; a rule limited to the local subnet will not accept internet traffic.

Firewall interfaces change between Windows releases and security products, so verify the rule in the firewall’s inbound-rules list rather than relying on a notification prompt. Temporarily disabling the firewall can be a diagnostic test, but re-enable it immediately and create a narrow UDP rule if that test confirms the cause.

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7. Check whether the WAN address is genuinely public

Port forwarding cannot work if the router itself is not reachable from the public internet. Compare the WAN/Internet address shown by the router with the address reported by an independent “what is my IP” service. A WAN address in 100.64.0.0/10, another private range, or an address that differs from the public address usually indicates carrier-grade NAT or an upstream router. IPv6-only service and DS-Lite arrangements can create the same symptom for an IPv4-only game query.

If your ISP uses carrier-grade NAT, ask for a public IPv4 address or a suitable static option. If there is an upstream modem/router, either place it in bridge mode or forward the same UDP range through both devices. Without a routable public IPv4 address, local port-forwarding edits cannot make the server visible to internet players.

8. Reset stale UPnP mappings

UPnP can create automatic mappings, but an old or incorrect mapping may conflict with your manual rule. A community report describes this recovery sequence: disable UPnP on the router, delete or re-create the manual forwards, then re-enable UPnP if you still want automatic mappings. If friends remain unable to see the server, leave UPnP disabled and use explicit manual forwarding so there is only one known mapping.

9. Test with a UDP-aware method

Many online port checkers send TCP probes. Arma 3’s relevant ports are UDP, so a TCP result of “closed” does not prove that the server is unreachable. Use a UDP-capable query utility or query Steam’s server API for your public address and the query port, normally public-IP:2303 when the game port is 2302. Perform the test while the server is running; a stopped server may not answer even when forwarding is correct.

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Why common tests give misleading results

“The port checker says closed”

First confirm the checker tests UDP. Then confirm that the server is running, the test uses the public address rather than the LAN address, and the router rule targets the current LAN address. A UDP service may also ignore an unsolicited probe until it receives a correctly formed query, so a generic checker is weaker evidence than an Arma- or Steam-aware query.

“It works on my home network”

Local success proves that the server process and mission can start, but it does not prove internet reachability. Test from a different connection, such as a friend’s network or a mobile hotspot. Testing your public address from inside the same LAN can fail because some routers do not support NAT loopback, even though outside players can connect.

“Friends can connect directly but cannot find it”

This points toward registration, browser timing, naming, or query-port configuration rather than basic game reachability. Have a player use the browser’s Direct Connection tab and enter the public IP with game port 2302 when using defaults. If direct connection works but listing does not, recheck the Steam query port, remove manual overrides, and allow several minutes for registration.

“Nobody can join, including by address”

Start with the WAN-address check, then verify the router’s destination IP, UDP protocol, host-firewall rule and the actual ports printed in the RPT log. If the router is behind another router or carrier-grade NAT, solve that topology first.

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Direct Connection as a player-side workaround

Players do not always need to wait for the public listing. In the server browser, open Direct Connection and enter the host’s public IPv4 address. With the default configuration, use game port 2302. This bypasses name-based browsing, but it does not bypass NAT, firewall, ISP restrictions or a server that is not running. The host should provide the address through a trusted channel rather than posting it publicly.

When port forwarding is impossible

Virtual LAN networking

If your ISP will not provide a public IPv4 address, a virtual-LAN service can place players in a shared private network. Every participant must install and authenticate to the same service, and the Arma server must bind to the virtual adapter or be reachable through it. This adds client setup, dependency on the overlay service and possible latency; it is best for a small group rather than a public browser listing.

Managed game hosting

A rented, managed Arma 3 server avoids home-router forwarding and carrier-grade NAT. The provider supplies an internet-facing address and handles much of the firewall and uptime work. The trade-off is a recurring fee and less control over the underlying machine. Check the host’s supported Arma version, mod handling, backups, restart controls and port policy before moving a community.

Approach Cost profile Internet reach Technical effort
Home server with forwarding Usually no additional fee Public, if IPv4 and NAT permit it Router, firewall and troubleshooting required
Virtual LAN Often free or subscription-based Limited to invited overlay users Each player installs and configures the overlay
Managed hosting Recurring rental cost Designed for public access Lower network administration; provider controls infrastructure

Security and reliability checks

  • Forward only the required UDP range; do not expose unrelated router services.
  • Use a DHCP reservation so rules do not follow the wrong computer.
  • Keep the server, operating system and BattlEye components updated through trusted channels.
  • Use a strong router-admin password and disable remote administration unless you specifically need it.
  • Monitor CPU, memory and bandwidth after the server becomes visible; listing does not guarantee adequate performance.
  • Document custom ports and launch parameters so a restart or migration does not create a hidden mismatch.

Quick decision tree

  1. No server process or no Steam-registration message: fix the local launch/configuration issue and inspect the RPT log.
  2. Registration appears, but listing is delayed: wait five to ten minutes and refresh.
  3. Custom -port or query setting: remove it or align the query port at base plus one, then forward the complete range.
  4. LAN players work, internet players fail: verify UDP forwarding, host firewall and public IPv4.
  5. WAN address is private or carrier-grade NAT is present: request public IPv4, configure the upstream router, or use a virtual LAN/managed host.
  6. Direct connection works but browser listing does not: focus on Steam registration, query-port alignment and propagation time.

Frequently Asked Questions

Which ports should I open for a default Arma 3 server?

Forward UDP 2302–2306 to the server computer: 2302 game/VON, 2303 Steam query, 2304 Steam master registration, 2305 reserved VON and 2306 BattlEye.

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Can I use a TCP port checker to test the server?

No. Arma 3’s server ports are UDP. Use a UDP-aware query tool or a Steam server query while the server is running.

Why does direct connection work while the browser listing is missing?

The game path is reachable, but Steam registration or the query-port configuration may be wrong. Remove manual query overrides, ensure the query port is the game port plus one, and allow several minutes for registration.

The Bottom Line

For most cases, the reliable sequence is: confirm Steam registration in the RPT log, remove mismatched port overrides, forward the complete UDP range to a fixed LAN address, allow it through the host firewall, and verify that the router has a public IPv4 address. If that address is unavailable because of carrier-grade NAT or IPv6-only service, use a virtual LAN or managed hosting instead of spending more time on local port rules.

Quick Recap

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ArmA II - PC
Player-driven story; More than 70 weapons; Over 100 different vehicles; Massive online battles
$53.99

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