Arma 3 administration starts with an in-game #login authenticated by the passwordAdmin value in server.cfg. Once authenticated, you can manage players, missions and the server process with commands such as #kick, #exec ban, #restart, #shutdown and #restartserver. For administration when you are not connected as a player, BattlEye RCon is the recommended remote method and normally listens on UDP port 2306.
Godlike.Host offers hosted Arma 3 servers with its own game panel, SFTP access and free DDoS protection, if you would rather not host it yourself.
The commands below apply to Arma 3. Arma Reforger uses different command behaviour, so do not copy an Arma 3 procedure into a Reforger server without checking its documentation and logs.
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1Clear out junk files and repair common Windows errors2Scan for outdated or missing drivers - takes under a minute3Repair Windows errors before they cause bigger problemsHow Arma 3 admin access works
Arma 3 has two separate administration paths. In-game commands are entered through chat after the server accepts your admin login. Remote administration uses BattlEye RCon, which has its own configuration file, password and network port. A successful game login does not automatically grant RCon access, and an RCon password does not replace passwordAdmin for in-game chat.
Set an in-game admin password
Open the server’s server.cfg and set passwordAdmin to a strong, private value:
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passwordAdmin = 'replace-with-a-long-random-password';
Use the syntax required by your existing configuration file; the important setting is the value assigned to passwordAdmin. Restart or reload the server after saving the file if your hosting control panel does not apply configuration changes automatically. Never post this password in a public chat, startup command visible to other users or shared support ticket.
Allow selected UIDs to log in without a password
Players listed in the admins[] array can use #login without supplying the password. A typical configuration uses each player’s persistent Arma UID as an entry:
admins[] = {'UID-of-first-admin','UID-of-second-admin'};
Replace the examples with the actual UIDs and keep the list limited to trusted operators. A UID-based entry is preferable when several moderators need access but you do not want to distribute the shared administrator password.
Log in from the game
- Join the server with an account that is allowed to administer it.
- Open the in-game chat input.
- Enter
#login your-passwordusing the exactpasswordAdminvalue, then submit it. If your UID is inadmins[], submit#loginwithout a password. - Run a low-risk command, such as checking the player list, to confirm that the server accepted the login before changing missions or stopping the process.
If the server rejects the command, verify that you are typing it in chat rather than a text field handled by a mod, that the configuration was loaded by the current instance, and that you joined the correct server. Password changes made to a different profile or installation have no effect on the running instance.
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Arma 3 admin command reference
The following are the core commands covered by the official command guidance. Place the command at the start of a chat message after logging in.
| Command | What it does | Important details |
|---|---|---|
#kick <name|ID|Player#> |
Removes one connected player. | The target can be a displayed name, numeric ID or Player# value. |
#exec kick "value" |
Kicks the player identified by the supplied value. | The official syntax requires the value to be quoted. |
#exec ban "value" |
Bans a player. | The player’s ID is written to ban.txt; quote the value as shown. |
#restart |
Restarts the current mission. | Use it for a mission restart without restarting the whole server process. |
#shutdown |
Stops the server immediately. | Connected players are disconnected and the process does not wait for mission end. |
#restartserver |
Restarts the server process. | Available from Arma 3 version 1.66. |
#shutdownaftermission |
Stops the server when the current mission ends. | Added in version 1.72. |
#restartserveraftermission |
Restarts the server process after the current mission ends. | Added in version 1.72. |
#mission <name> [<difficulty>] |
Loads a named mission from the server’s MPMissions folder. |
The difficulty argument is optional; the mission name must match an available mission. |
Kick or ban a player safely
Choose the right target identifier
Use the simplest identifier that is unambiguous on your server. A visible name is convenient, but duplicate or changing names can cause mistakes. A numeric player ID or Player# is safer when two players have similar names. Before acting, confirm the target in the current player list and tell other moderators what identifier you used.
Kick for an immediate removal
Use #kick when you need to remove someone for a temporary issue, a reserved-slot conflict or behaviour that does not justify a lasting ban. The command accepts a name, ID or Player# directly. If the name contains spaces or the direct form does not resolve correctly, use the quoted #exec kick form from the table.
Ban and verify the record
Use #exec ban for a player who should not be allowed to return. The command writes the player’s ID to ban.txt, so the ban is tied to that identifier rather than merely the player’s current display name. Quote the target value exactly as required. After issuing the command, check the server log and ban.txt to confirm that the intended ID was recorded. If you ban the wrong person, remove the erroneous entry during a maintenance window and keep a backup of the file before editing it.
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A kick or ban is not a substitute for evidence. Record the time, mission and reason in your moderation log, especially on a community server where several administrators may act at once.
Restarting, shutting down and changing missions
Restart only the current mission
#restart restarts the mission currently in progress. It is the least disruptive option when a mission script has stalled or a round needs to be reset. It does not perform a full server-process restart, so it will not clear every process-level problem.
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Stop or restart the server process
#shutdown stops the server immediately. Use it when an emergency requires the process to end, but warn players first whenever possible because the command does not wait for the mission to finish. #restartserver performs a full server restart and is available in Arma 3 version 1.66 and later. A process restart is more disruptive than #restart, but it can recover from faults that survive a mission change.
Schedule the action for mission end
Version 1.72 added #shutdownaftermission and #restartserveraftermission. These commands let the current round finish before stopping or restarting the process. They are useful for planned maintenance, mod updates and scheduled restarts because players receive a natural end-of-mission boundary instead of an immediate disconnect.
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Load a specific mission
Use #mission <name> to load a mission from the server’s MPMissions directory. Add the optional difficulty value when you need to select a particular difficulty setting. The name must correspond to an installed mission; a typo, wrong capitalization or mission absent from MPMissions will prevent the load.
Before switching, announce the change and confirm that the mission’s required mods are enabled for every player. If the server reports a missing file or signature problem, return to the previous mission and correct the installation rather than repeatedly issuing the command.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.BattlEye RCon for remote administration
BattlEye RCon is the practical choice when you need to administer a server without joining it as a player. The official Arma 3 guidance recommends BattlEye RCon. RCon commands are authenticated separately and sent to the BattlEye service, not through the in-game #login channel.
Configure the RCon service
- Locate the BattlEye configuration for the running Arma 3 instance. On current 64-bit installations this is commonly named
beserver_x64.cfg. - Set a dedicated RCon password in that file. Do not reuse
passwordAdmin; keeping the credentials separate limits the damage if one is exposed. - Confirm the RCon port. The documented default is UDP port
2306, although a host or another service may require a different free port. - Open that UDP port in the host firewall and security group, restricted to the administrator IP addresses where possible.
- Restart the BattlEye service or the game server as required by your host, then connect with an RCon client using the server address, UDP port and RCon password.
RCon is independent of game traffic. The game server’s normal network port and UDP 2306 are different settings, so forwarding only the game port will not make RCon reachable. Conversely, exposing RCon broadly to the internet increases the attack surface; use firewall allow-lists or a private management network whenever your hosting environment supports them.
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Useful RCon commands
The RCon command set includes administrative functions such as:
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A free scan shows the junk files, broken settings and background clutter dragging Windows down - then fixes them in one click.Free scan · Windows 10 & 11#shutdownand#restartfor stopping or restarting operations.#reassignto reassign players.#missionand#missionsfor mission management.#monitorfor server monitoring.#lockand#unlockto control joining.#userlistto inspect connected users.
Use the RCon client’s command help and your server log to confirm exact syntax for the client version you operate. Keep a record of who has RCon credentials because actions are performed remotely and may not be visible to players in the same way as chat commands.
Troubleshooting common failures
#login is rejected
- Check that
passwordAdminbelongs to the activeserver.cfg, not a template or another instance. - Confirm that the server was restarted or reloaded after the edit.
- If relying on
admins[], verify the exact player UID and configuration syntax. - Make sure the message is entered in the Arma 3 chat channel and that no mod is intercepting the command.
A kick or ban affects the wrong player
Names can be ambiguous or changed during a session. Recheck the numeric ID or Player# immediately before issuing the command, and use the quoted #exec form when a name contains spaces. Check ban.txt after a ban to verify the recorded ID.
RCon cannot connect
- Verify that the RCon password is in the BattlEye configuration file actually loaded by the server.
- Confirm that UDP 2306, or your chosen replacement port, is forwarded and allowed by every firewall between the client and server.
- Check the server log for the BattlEye startup line and listening port.
- Ensure the RCon client is pointed at the server address rather than the game port.
Some community guides claim that an RCon password must be alphanumeric and that RestrictRCon must be set to 0 in a file called BEServer.cfg. Those details are not established by the official guidance summarized here and can vary by BattlEye build, so verify them against the configuration shipped with your server and its logs before changing security settings.
Mission commands behave unexpectedly
#missions can trigger the mission-end flow on configurations that use mission-count thresholds; a community report says that this may restart or shut down the server immediately. Treat that behaviour as configuration-dependent, test it on a private instance and review the log before using it on a live server.
Arma 3 is not Arma Reforger
Do not assume command behaviour carries between the two games. A Reforger administration guide reports different handling for #shutdown, including cases where it does not restart the server. The versioned Arma 3 commands and release notes above therefore apply only to Arma 3. For a Reforger server, use the commands and configuration documented for that game and confirm results in its own console or log.
A practical operating routine
- Keep
server.cfg, the BattlEye configuration and moderation records backed up before changes. - Use UID-based
admins[]access for regular moderators and reserve thepasswordAdminsecret for trusted operators. - Announce disruptive actions, choosing
#restartfor a mission reset and an after-mission command for planned maintenance. - Use a numeric player identifier for enforcement, then verify
ban.txtand the server log. - Operate RCon through a restricted UDP path, with a separate password and an audit trail.
- When a command fails, stop repeating it and inspect the active configuration and log; repeated shutdown or mission commands can make recovery harder.
With those distinctions in place, an administrator can handle routine moderation in chat, perform controlled mission and process restarts, and use BattlEye RCon for remote incidents without confusing credentials, ports or game versions.
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