Arma 3 mods are folders whose names start with an @ symbol. The server needs the folder, the launch parameter and the signature key.
1. Get the mod files
- Subscribe to the mod in the Steam Workshop on your own PC and let it download.
- In the Arma 3 Launcher, open the mod's context menu and choose the option to open its folder.
- The folder you want is the one containing
addonsand akeysfolder.
2. Upload to the server
- Stop the server.
- In the Files tab, upload the mod folder to the server root and name it
@ModName. Use SFTP for anything large, since mods are often several gigabytes. - Repeat for each mod.
3. Load them at startup
Mods are loaded by a launch parameter, so this is set on the Startup page of your server. That page is not linked in the sidebar, so open your server in the panel and add /startup to the end of the address. The value is a list separated by semicolons:
-mod=@CBA_A3;@ace;@MyMap
Server side only mods go in -serverMod= instead, so clients are not asked for them.
4. Install the signature keys
- Open each mod folder and find its
keysfolder with a.bikeyfile inside. - Copy every
.bikeyfile into thekeysfolder in your server root. - Leave
verifySignatures = 2;inserver.cfg.
Without the key, players running that mod are kicked with a signature error even though the mod is correct.
5. Match your players
- Everyone loads the same mods in the launcher. Export your list as a preset and share the file.
- Mod versions must match. After a Workshop update, everyone updates, including the server.
- Start the server and read the console. Each loaded mod is listed during boot, which is how you confirm the parameter is right.
Add mods a few at a time. If the server stops booting after a batch, remove the last one you added and start again.





