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On an Arma 3 server, authenticate in game with #login and the passwordAdmin value from server.cfg. Players included in the server’s admins[] array can log in without entering that password. Once authenticated, you can manage players, missions and the server process with commands such as #kick, #exec ban, #mission, #restart, #shutdown and #restartserver. For administration from another computer, use BattlEye RCon, which is configured separately and normally listens on UDP port 2306.
How Arma 3 admin authentication works
Arma 3 has two separate administration paths. The first is the in-game administrator interface, entered through chat commands. The second is BattlEye RCon, a remote console that connects to the server without putting you in the game. They do not share a password or configuration file.
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Open the server.cfg used by the Arma 3 server instance and set passwordAdmin. A typical entry has this form:
passwordAdmin = "your-admin-password";
Use the value exactly as written in the active configuration. If your host provides several server profiles or instances, edit the file belonging to the instance you are actually starting; changing an unused copy will not change authentication.
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Allow selected administrators to log in without a password
The admins[] array can contain the identifiers of players who are allowed to use administrator login without supplying passwordAdmin. Keep the array in the syntax expected by your configuration, for example:
admins[] = {"administrator-identifier-1", "administrator-identifier-2"};
Each person still has to connect with the account represented by the identifier in the array. Treat this list as a privileged-access list: remove identifiers when staff roles change and do not copy an administrator identifier from an untrusted source.
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- Join the server with an account that is allowed to administer it.
- Open the in-game chat or command entry field.
- Enter
#login your-admin-passwordand submit it. If your identifier is inadmins[], use#loginas permitted by that configuration. - Run a harmless administrative command, such as checking the player list, to confirm that the server accepted the login.
If the command is rejected, verify that you edited the active server.cfg, that the password is spelled and capitalized correctly, and that the server was restarted after a configuration change when your hosting setup requires it. A successful connection alone does not grant administrative rights; authentication must complete first.
Core in-game commands at a glance
These commands are entered in the in-game administrator command field after login. The target syntax matters, especially for the execution commands.
| Command | Purpose | Important detail |
|---|---|---|
#login <password> |
Authenticate as an administrator | Uses passwordAdmin; listed admins[] users can log in without a password. |
#kick <name|ID|Player#> |
Remove a player from the current server | Target can be a displayed name, player ID or Player#. |
#exec kick "<value>" |
Execute a kick against a specified value | The official command documentation requires the value to be quoted. |
#exec ban "<value>" |
Ban a player | The player’s ID is written to ban.txt; quote the value. |
#mission <name> [difficulty] |
Load a mission | The mission must be available in the server’s MPMissions folder; difficulty is optional. |
#restart |
Restart the current mission | This is a mission restart, not a restart of the server process. |
#shutdown |
Stop the server immediately | It does not mean “restart”; start the server again separately if required. |
#restartserver |
Restart the server | Available from Arma 3 version 1.66. |
#shutdownaftermission |
Stop after the current mission ends | Added with the 1.72 command set. |
#restartserveraftermission |
Restart after the current mission ends | Added with the 1.72 command set. |
Kick a player safely
Use #kick for an immediate removal
#kick accepts a player’s name, ID or Player#. Use the least ambiguous identifier available:
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#kick Player#12
#kick 76561198000000000
#kick "Displayed Name"
If a name contains spaces or resembles another player’s name, use the numeric ID or Player# shown by the server instead. Kicking removes the player from the current session but is not a persistent ban.
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Use #exec kick when the execution form is required
The official Arma 3 command documentation specifies quoted values for #exec kick. Keep the target inside quotation marks:
#exec kick "Player#12"
#exec kick "76561198000000000"
Record the identifier before acting if you expect a dispute. A name can change; an ID is generally easier to audit in server logs and staff notes.
Ban a player and understand ban.txt
Use #exec ban for a persistent action rather than a one-session removal:
#exec ban "Player#12"
#exec ban "76561198000000000"
The command writes the player’s ID to ban.txt. Because the file is the persistent record, make sure the target is correct before executing the command. A mistaken ban can affect a legitimate player until you remove or correct the corresponding entry using your normal server-file procedure.
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Quote the value exactly as required by the official syntax. If you are unsure which number represents the player ID, inspect the server’s player list or log output rather than guessing from a display name. A kick is appropriate for a temporary removal; a ban changes who may return to the server.
Change or end a mission
Load a named mission
#mission loads a mission by name from the server’s MPMissions folder. The basic form is:
#mission MissionName
#mission MissionName difficultyName
The optional difficulty argument lets you select the desired difficulty when the mission supports it. Use the mission’s configured name, not a workshop page title or a local file label. If the server cannot find the mission, confirm that its files are installed on the server and that the name matches the entry available to the instance.
Use mission transitions deliberately
#restart restarts the mission currently running. It is useful when a round is stuck or you need a clean mission state, but it does not reboot the operating-system process or reload every server setting.
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For scheduled maintenance, use #shutdownaftermission or #restartserveraftermission so the current round can finish. These commands belong to the Arma 3 1.72-and-later command set. If the server is running an older version, verify command availability before relying on them.
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Be cautious with mission-list commands and automated transitions. A community note reports that #missions can trigger missionEnd behavior when mission-count thresholds are configured; that behavior is not established as a universal rule, so check your own server configuration and logs before using it for automation.
Restart or shut down the server
Restart only the current mission
Run #restart when the goal is to reset the active scenario while leaving the server process running. Connected players may experience a mission transition, but the command is not a substitute for a process restart after changing server configuration.
Stop immediately
#shutdown stops the server immediately. Warn players first when possible, because the command does not wait for the current mission to end. If your host uses a service manager, its automatic-restart policy may start the process again; that behavior belongs to the host configuration, not to the Arma command itself.
Restart the server process
#restartserver requests a server restart and is documented for Arma 3 version 1.66. Use it when you need the process to come back up rather than merely reloading the active mission. Configuration edits, mod changes and maintenance windows should be planned around the resulting disconnect.
For a controlled end-of-round restart, use #restartserveraftermission where the server version supports it. The “after mission” variant avoids interrupting the current round, while #restartserver acts immediately.
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Set up BattlEye RCon for remote administration
RCon is the right path when you need to administer a server without joining it. The Arma 3 multiplayer wiki recommends BattlEye RCon. It is separate from in-game #login: RCon has its own remote-console password, configuration file and network endpoint.
Know what is separate
| Area | In-game administration | BattlEye RCon |
|---|---|---|
| Connection | Chat or command field while connected as a player | Remote RCon client connecting to the server |
| Credentials | passwordAdmin or an entry in admins[] |
RCon password configured for BattlEye |
| Configuration | server.cfg |
beserver_x64.cfg |
| Network port | Uses the normal game-server connection | Default UDP port 2306 |
| Typical scope | In-game admin commands | Remote commands such as #shutdown, #restart, #reassign, #mission, #missions, #monitor, #lock, #unlock and #userlist |
Configure the RCon endpoint
- Locate the BattlEye configuration used by the running instance. On 64-bit Arma 3 servers this is normally named
beserver_x64.cfg. - Set the RCon credentials in that BattlEye configuration, using the syntax required by your server build and RCon client.
- Allow UDP traffic to port 2306, the documented default RCon port, in the host firewall and any cloud or router firewall in front of the server.
- If you change the port, enter the same port in the RCon client and open that replacement port instead. Do not assume UDP 2306 is also the game traffic port.
- Connect with an RCon client using the server address, RCon port and RCon password, then test with a low-risk command such as
#userlist.
RCon access should be limited to trusted administrators. Use a strong, unique password, restrict the port at the network boundary when your hosting environment permits it, and avoid sharing the RCon configuration file. A successful in-game #login does not prove that RCon is configured, and an RCon connection does not change the passwordAdmin value.
Troubleshoot common failures
#login is rejected
- Confirm that the command starts with
#and is entered in the in-game command or chat field. - Check the active
server.cfg, not a backup or profile belonging to another instance. - Verify the exact
passwordAdminvalue and remove accidental spaces or mismatched quotation marks. - If you rely on
admins[], verify that the connecting account matches an identifier in the array. - Restart the server when your hosting panel requires a restart to reload configuration.
The kick or ban targets the wrong person
- Prefer the numeric ID or Player# over a similar display name.
- For
#exec kickand#exec ban, put the target value in quotation marks. - After a ban, check the resulting
ban.txtentry and retain a staff record of why the action was taken.
RCon cannot connect
- Check that BattlEye is enabled and that the running instance is using the
beserver_x64.cfgfile you edited. - Verify the RCon password independently from
passwordAdmin. - Confirm the client is using UDP and the configured RCon port; the default is 2306.
- Open the port in every relevant firewall, including the host’s security group or router.
- Inspect the server and BattlEye logs for a bind failure, incorrect port or authentication error.
A restart command does not do what you expected
Check the scope first. #restart restarts a mission, #restartserver restarts the server process, and #shutdown stops it. The after-mission commands wait for the mission to end. Also verify that the server is running a version that supports the command: #restartserver is documented from version 1.66, and the after-mission variants from 1.72.
Arma 3 is not Arma Reforger
Do not transfer command behavior between Arma 3 and Arma Reforger. Their administration systems and command handling differ. In particular, a Reforger guide reports that #shutdown does not restart the server there; that is a Reforger-specific behavior report, not a reason to reinterpret the Arma 3 command. Confirm the game, server build and documentation before applying a command copied from another title.
Quick Recap
Operational checklist for administrators
- Keep
passwordAdmin,admins[]and RCon credentials under separate access controls. - Test login with a non-destructive command before attempting a kick, ban or shutdown.
- Use an ID or Player# for disciplinary actions and quote targets for
#exec kickand#exec ban. - Back up or record changes to
ban.txtso mistaken bans can be reversed. - Tell players whether you are restarting the mission, restarting the server or shutting it down.
- For remote work, test RCon on UDP 2306 (or the explicitly configured replacement) and verify firewall rules.
- Check the Arma 3 version before using version-specific commands.
- Review server and BattlEye logs after failed authentication, unexpected disconnects or a command that appears to have no effect.
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