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Arma 3 Server Admin Commands and How to Use Them

October 26, 2026 11 min read

Arma 3 server administration uses two command paths: in-game chat commands that begin with #, and BattlEye RCon for remote control. To administer from the game, open chat, authenticate with #login <passwordAdmin> (or use a UID listed in admins[]), identify players with #userlist, and then run moderation or mission commands. RCon uses a separate port and password and is the better choice when you need administration that does not depend on an active in-game client.

This guide explains the complete workflow, including configuration, authentication, kicks and bans, mission changes, restarts, shutdowns, RCon syntax, version caveats, and recovery when a command appears to do nothing.

What are Arma 3 server admin commands?

Arma 3 dedicated servers expose administrative commands through the multiplayer chat input. Press the chat key (usually /), type the command with a leading #, and submit it. For example:

#login YourPasswordAdmin
#userlist
#kick 12
#logout

The leading hash is required. The same command family can be invoked from SQF with serverCommand, but that path is protected by a separate serverCommandPassword setting. A valid command may produce little or no visible confirmation; when that happens, inspect the dedicated-server log and check for mission-loading errors.

There are three practical distinctions to keep in mind:

  • Authentication path: in-game login, UID allowlisting, or BattlEye RCon.
  • Target identifier: player name, player number, session ID, UID, or GUID, depending on the command.
  • Operational impact: a player kick is immediate, while a mission restart, server shutdown, or after-mission action affects everyone.

How do I prepare a server for administration?

Before connecting, make sure the dedicated server has a configuration file, a protected administrator credential or UID allowlist, and (if required) a BattlEye configuration for RCon.

1. Create and select the server configuration

The configuration file is the one selected by the server’s -config launch parameter. Arma 3 does not automatically choose a default configuration file when -config is omitted, so verify the launch command used by your service, startup script, or hosting panel.

2. Choose an authentication method

Method Configuration What it provides
Administrator password passwordAdmin = "..." in server.cfg Lets an operator authenticate with #login <password>.
UID allowlist Trusted player UIDs in admins[] Allows those UIDs to use #login without entering the password.
SQF server commands A separate serverCommandPassword Protects the serverCommand syntax used by scripts.
BattlEye RCon RConPort and RConPassword in the BattlEye server configuration Remote administration outside the game client.

Use a long, unique administrator password and do not place it in public scripts, screenshots, or chat. For several trusted operators, a UID allowlist avoids sharing one credential. The RCon password is separate from passwordAdmin; changing one does not change the other.

3. Decide whether RCon is needed

In-game commands are sufficient when an administrator is connected and can open chat. RCon is useful for a headless or remote operator, for recovering a server when no administrator is in the mission, and for administration that should not depend on in-game scripting. BattlEye documentation recommends RCon for server administration and notes that it cannot be affected by in-game script exploits.

How do I log in as an Arma 3 administrator?

Join the server, open the chat input, and enter #login followed by the configured passwordAdmin. An operator whose UID appears in admins[] can use #login without a password.

  1. Connect to the dedicated server and wait until you are fully in the multiplayer session.
  2. Open chat, usually with /.
  3. Enter #login YourPasswordAdmin, replacing the example with the exact configured value.
  4. Run a low-risk check such as #userlist or #missions.
  5. When finished, enter #logout to end the administrator session.

A voted-in administrator is not equivalent to a logged-in administrator. Voting grants fewer powers, while a successful login uses the authority associated with the server configuration. If login appears to succeed but a command does not work, verify that you are using the administrator account rather than a vote result and check the server log.

How do I find the right player before kicking or banning?

Run #userlist before moderation. It displays connected users and their identifiers, allowing you to distinguish players with similar names and choose the identifier supported by the command you intend to use.

#userlist

For BattlEye-specific identifiers, #beclient players lists player GUIDs, while #beclient guid displays the operator’s own GUID. RCon’s players command returns player numbers; those numbers are then used by RCon’s kick and ban commands.

Names are convenient but can be ambiguous. Prefer a session ID, UID, or GUID when the command supports it, and copy the value exactly. Treat UID, GUID, and ban files as operationally sensitive information.

What is the Arma 3 command to kick a player?

Use #kick with the target’s name, ID, or UID. For the script-style form, use #exec kick and put the identifier in quotation marks.

Command Use Important syntax
#kick <name|ID|UID> Immediately remove a connected player. The identifier can be a supported name, player ID, or UID.
#exec kick "<name|ID|UID>" Script-style kick command. The target identifier must be quoted.

Example:

#kick 12

If a name contains spaces or is not unique, use the ID or UID shown by #userlist instead of guessing from the display name.

How do I ban or unban a player?

Use the quoted #exec ban form for a ban, then use #exec unban with the player’s UID when the ban should be removed.

Command Purpose
#exec ban "<name|ID|UID>" Ban the identified player.
#exec unban "<UID>" Remove a ban by UID.
#exec clearbans Clear the entire ban list.

Use #userlist first so the ban is attached to the intended account. Arma 3 creates a ban.txt file containing banned UIDs in the Arma 3 root directory. Back up that file before bulk changes, and restrict filesystem access because it contains player identifiers.

#exec clearbans is deliberately broad: it removes the complete list rather than one entry. For a single mistaken ban, use #exec unban with the exact UID.

How do I change the mission or return players to role selection?

Mission commands alter the current session or the mission chosen for the next session. Use the least disruptive command that accomplishes the task.

Command Effect
#mission <filename> [difficulty] Select a known mission and optionally set its difficulty.
#missions Open the available mission list; this can trigger missionEnd and configured restart or shutdown thresholds.
#restart Restart the current mission.
#reassign Return players to role selection.

Choosing a mission directly

Use #mission when you already know the mission filename and want to select it directly. Add the optional difficulty argument only when you intend to change the difficulty for that selection.

Opening the mission list

#missions opens the available mission list rather than simply restarting the current mission. Because opening the list can invoke configured end-of-mission behavior, check your restart and shutdown thresholds before using it on a live event.

Resetting roles without changing the mission

#reassign sends players back to role selection. It is useful when slots need to be redistributed without selecting another mission.

How do I lock, unlock, restart, or shut down an Arma 3 server?

Lock the server before planned maintenance, tell connected players what will happen, and then choose between an immediate action and an after-mission action.

Command Operational result Best use
#lock Prevents new clients from joining. Prepare for maintenance or a controlled restart.
#unlock Allows new clients to join again. Reopen a locked server after maintenance.
#shutdown Shuts the server down immediately. Emergency stop or deliberate immediate shutdown.
#restartserver Shuts down and restarts the server. Immediate server restart when the current session can be interrupted.
#shutdownaftermission Shuts down after the current mission ends. Planned maintenance that should preserve the current round.
#restartserveraftermission Restarts after the current mission ends. Apply a restart without cutting the mission short.
#init Reloads the file selected by the -config launch parameter. Apply configuration changes that can be reloaded without a full process restart.

#restartserver is documented from Arma 3 version 1.66. The after-mission shutdown and restart commands are documented from version 1.72. A command page also marks #mpmissions as version 2.22; command availability and naming can differ when a hosting panel wraps the dedicated-server interface, so verify behavior against the build actually running.

A safe maintenance sequence

  1. Announce the maintenance window in the server message or external community channel.
  2. Run #lock to stop new joins.
  3. Choose #restartserveraftermission or #shutdownaftermission if the current mission should finish.
  4. Use #restartserver or #shutdown only when an immediate interruption is acceptable.
  5. After the service is available again, run #unlock if you locked it manually and verify the mission list before reopening to players.

How do I use BattlEye RCon for Arma 3?

BattlEye RCon provides remote administration through a dedicated RCon endpoint. Enable BattlEye, place RConPort and RConPassword in the BattlEye server configuration, and make sure the RCon port differs from the game-server ports.

RCon setup requirements

  • A running Arma 3 dedicated server with BattlEye enabled.
  • A BattlEye server configuration containing a strong RConPassword.
  • An unused RConPort that is different from every game-server port.
  • Firewall rules that expose the RCon port only to trusted administrator addresses where practical.
  • An RCon client or control panel that can connect to that address and port.

RCon is independent of the in-game chat session. It is therefore useful when no administrator is currently playing, but it also creates another network credential and listening port that must be protected.

Common RCon commands

RCon command Purpose Identifier source
players List connected players. Returns player numbers used by other RCon commands.
kick <player #> [reason] Kick a connected player. Player number from players.
ban <player #> [time in minutes] [reason] Ban a connected player for a specified duration or according to the server’s ban behavior. Player number from players.
addBan <GUID or IP> [time in minutes] [reason] Add a ban directly by GUID or IP address. GUID or IP supplied by the operator.
removeBan <ban #> Remove one entry from the RCon ban list. Ban number from bans.
bans Display the current ban list. Provides ban numbers for removal.
loadBans Load bans from the configured ban storage. Uses the server’s ban data.
writeBans Write the current RCon ban list to storage. Persists changes.
say -1 <message> Send a message to all connected players. -1 targets everyone.

Typical remote moderation flow

  1. Run players and note the target’s player number.
  2. Use kick or ban with that number and include a concise reason.
  3. For an offline or identifier-based action, use addBan with the exact GUID or IP.
  4. Run bans to obtain the entry number if you need to reverse a ban.
  5. Use removeBan, then writeBans to persist the change.
  6. Use say -1 for a maintenance announcement before a restart or shutdown.

Player numbers are session-specific and can change when users disconnect and reconnect. Refresh the players list before acting on a number you recorded earlier.

What should I do when an admin command fails silently?

A command that produces no confirmation is not necessarily malformed. Work through the following checks in order.

  1. Check the prefix: confirm the command was entered in chat with the leading #.
  2. Check authentication: log in again, verify the exact passwordAdmin, and make sure the UID is actually listed in admins[] if you are using the allowlist path.
  3. Check the target: run #userlist and use the current ID, UID, or unambiguous name. For RCon, refresh with players.
  4. Check quoting: the #exec kick, #exec ban, and #exec unban forms require quoted identifiers.
  5. Check command scope: a voted-in administrator has fewer powers than a logged-in administrator, and some commands are version-dependent.
  6. Read the server log: the official troubleshooting guidance identifies corrupt missions and mission-loading errors as possible reasons a correctly formatted command appears to do nothing.
  7. Check the launch configuration: confirm that -config points to the file you edited and that RCon settings are in the BattlEye configuration actually loaded by the server.

Do not repeatedly issue a shutdown or restart while diagnosing a delayed response. First confirm the command path and inspect the log so an intermittent mission-loading problem is not mistaken for an authentication failure.

Which administration method should I use?

Situation Recommended path Reason
You are connected and need a quick player action. In-game chat Fast access to #userlist, #kick, and mission commands.
Several trusted operators need access. UIDs in admins[] Each operator can authenticate by identity without sharing one password.
No administrator is in the mission. BattlEye RCon Works remotely through a separate endpoint.
You need protection against in-game script abuse. BattlEye RCon RCon administration is separate from in-game scripting.
You need to apply a configuration reload. #init Reloads the file selected by -config; a full process restart may not be necessary.

What is a practical first-day administration checklist?

  1. Install or update the dedicated server and identify the startup command.
  2. Create the configuration file named by -config.
  3. Set a strong passwordAdmin, or add trusted UIDs to admins[].
  4. If remote administration is required, enable BattlEye and set a separate RConPort and RConPassword.
  5. Restrict the RCon port with firewall rules where possible.
  6. Connect to the server, open chat, and authenticate with #login.
  7. Run #userlist and a low-risk command such as #missions to verify authority.
  8. Practice a controlled moderation action on a test session rather than a live player.
  9. Before maintenance, announce the action and run #lock.
  10. Choose an immediate or after-mission restart/shutdown according to the impact you can accept.
  11. After recovery, verify the mission, player access, and RCon connection before unlocking the server.

Frequently Asked Questions

Can I use admins[] and passwordAdmin at the same time?

Yes. They are two authentication paths in the same server configuration. Keep the password as a break-glass credential and use the UID list for named operators whose identities you can remove individually.

What does #init reload, and when should I avoid it?

#init reloads the configuration file selected by the server’s -config launch parameter. It is useful for settings that support a live reload, but it does not replace a full restart when the changed setting is read only during process startup.

Why does my RCon connection work but my in-game login fail?

RCon and in-game administration use different credentials and configuration files: RCon reads RConPassword from the BattlEye configuration, while #login uses passwordAdmin or admins[] from the server configuration. Confirm that you edited the files actually loaded by the running launch command.

How can I avoid banning the wrong player when names change?

Use #userlist or the RCon players output to capture a current ID, UID, or GUID before acting. For a persistent ban, record the UID or GUID rather than relying on a display name that can be changed or duplicated.