zooloo75 834 Posted July 4, 2012 Is this available to ArmA2/ArmA2FREE? Share this post Link to post Share on other sites
ballou 10 Posted July 13, 2012 is the scripts.log as pointed out at the beginning of this thread working in A2 ? Share this post Link to post Share on other sites
$able 2 Posted July 21, 2012 (edited) BE Server v1.149 improves the script detection. You can now search for multiple strings per scan. General example: 5 search_for_this "and this" and_also_this !"but not this" This will only cause a detection if all of the first three strings but not the last one are found in a script. Note that you will have to use quotes now if you want to include spaces in a single string. If you want to include a quote character in the string itself use \". As shown, the "!" character is used to exclude the following string from the scan. Specific example: 5 createVehicle Bo_Mk82 This will cause a detection if both "createVehicle" and "Bo_Mk82" are found in a script. Previously the script scan searched for the whole "createVehicle Bo_Mk82" string (and only precisely that including a single space), but that is no longer the case now. If you want to convert currently used scans to the new script detection, simply add quotes around the entire string. Important: To prevent incompatibilities with the new script detection, the BE Server currently automatically renames the "scripts.txt" file to "scripts_old.txt". Write "//new" in the first line of your new scripts.txt to prevent this from happening and make the BE Server load the new script scans. Edited August 12, 2012 by $able Share this post Link to post Share on other sites
.kju 3245 Posted July 21, 2012 Excellent work $able :bounce3: Share this post Link to post Share on other sites
kill(o)metr 10 Posted July 21, 2012 BE Server v1.149 ??? now version 1.142 Share this post Link to post Share on other sites
BlenderRUS 6 Posted July 21, 2012 What about scripts, strings with quotes inside? Like: 5 execVM "\Something\" ? I know that I can do something like: 5 execVM \something\ But I have more difficult scripts inside scripts.txt and want to know how to include quotes inside Script Detection.. Can I do something like double quotes? Are they will be replaced to single automatically? :) Share this post Link to post Share on other sites
$able 2 Posted July 21, 2012 ??? now version 1.142 This has only been added to the BE version for OA v1.62 so far. The one for v1.60 will be updated soon as well. ---------- Post added at 21:33 ---------- Previous post was at 21:31 ---------- What about scripts, strings with quotes inside?Like: 5 execVM "\Something\" ? As described in my post: If you want to include a quote character in the string itself use \". Share this post Link to post Share on other sites
zamani532 1 Posted July 22, 2012 This has only been added to the BE version for OA v1.62 so far. The one for v1.60 will be updated soon as well.---------- Post added at 21:33 ---------- Previous post was at 21:31 ---------- As described in my post: Can you add a option to ban people for restrictions? I suggest 9. Share this post Link to post Share on other sites
cm. 10 Posted July 22, 2012 Next time, let everyone know BEFORE you do this please. So many unprotected servers... Share this post Link to post Share on other sites
colinm9991 20 Posted July 22, 2012 How can I check if the server has loaded the script.txt file? Share this post Link to post Share on other sites
chaveezy 1 Posted July 22, 2012 Looking into all this security possibilities, I noticed my scripts.txt file for the updated BE was 2.5 GIGs! Is this what size it's supposed to be? My old scripts.txt file is only 4k.. Thx Share this post Link to post Share on other sites
ShadowDuke 1 Posted July 22, 2012 (edited) i dont understand. What new script.txt ? After it renamed to scripts_old.txt there is no new scripts.txt created. So should i make one with just //new in it? Or like this? //new 5 Bo_Mk82 5 Loki 5 Gerk 5 (vehicle player) addEventHandler ["handleDamage", { false }]; 5 player addEventHandler ["handleDamage", { false }]; 5 GodMode 5 God mode 5 Infammo 5 InfiniteAmmo 5 Infinite Ammo 5 Killplayer ... Hmm. And Shift+P is still working, no matter what i change. Please help! Edit: Did it like i nthe code, and now its ok. But still, can press shift+p.. Now you get kicked ingame with script restriction #40! When putting //new in scripts.txt !!! Little help here whats going on!?! And yes, "Next time, let everyone know BEFORE you do this please. " !!! Edited July 22, 2012 by ShadowDuke Share this post Link to post Share on other sites
$able 2 Posted July 22, 2012 How can I check if the server has loaded the script.txt file? If it wasn't renamed to scripts_old.txt it was successfully loaded. Looking into all this security possibilities, I noticed my scripts.txt file for the updated BE was 2.5 GIGs! Is this what size it's supposed to be? My old scripts.txt file is only 4k..Thx See my PM. i dont understand. What new script.txt ? After it renamed to scripts_old.txt there is no new scripts.txt created.So should i make one with just //new in it? Or like this? //new 5 Bo_Mk82 5 Loki 5 Gerk 5 (vehicle player) addEventHandler ["handleDamage", { false }]; 5 player addEventHandler ["handleDamage", { false }]; 5 GodMode 5 God mode 5 Infammo 5 InfiniteAmmo 5 Infinite Ammo 5 Killplayer ... Hmm. And Shift+P is still working, no matter what i change. Please help! Edit: Did it like i nthe code, and now its ok. But still, can press shift+p.. Now you get kicked ingame with script restriction #40! When putting //new in scripts.txt !!! Little help here whats going on!?! And yes, "Next time, let everyone know BEFORE you do this please. " !!! Please read my post on the previous page again. Your old entries are no longer compatible with the new script detection. Also, the restriction # reflects the entry number in your scripts.txt file (starting at 0). Share this post Link to post Share on other sites
ShadowDuke 1 Posted July 22, 2012 ...so just create a new scripts.txt with //new in 1st line, nothing more? Did that! Also at RCon "loadscripts" and now what? Shift+P still working. Scripts.txt still has only //new in it. So its still not working. I read your previous post a few times now. Why just not post the new scripts.txt? Share this post Link to post Share on other sites
$able 2 Posted July 22, 2012 ...so just create a new scripts.txt with //new in 1st line, nothing more?Did that! Also at RCon "loadscripts" and now what? Shift+P still working. Scripts.txt still has only //new in it. So its still not working. I read your previous post a few times now. Why just not post the new scripts.txt? Correct. Which new scripts.txt? It's up to you to decide what you want to scan for and what not. As I said in my post, you can still use your old scans by simply putting quotes around the entire string. Btw, there is no point to block the server control panel itself. You won't catch cheaters that way. This seems to be a common misunderstanding among DayZ admins. Share this post Link to post Share on other sites
umandez 1 Posted July 22, 2012 (edited) Not needed anymore. Edited July 22, 2012 by umandez Got a reply in email Share this post Link to post Share on other sites
chaveezy 1 Posted July 22, 2012 (edited) $able replied, thanks! My scripts.log is 2 hours old and is already up to 23mb! Here is my scripts.txt file, maybe I'm doing something wrong? //new 5 Bo_Mk82 5 Loki 5 Gerk 5 (vehicle player) addEventHandler ["handleDamage", { false }]; 5 player addEventHandler ["handleDamage", { false }]; 5 GodMode 5 "God mode" 5 Infammo 5 InfiniteAmmo 5 Infinite Ammo 5 Killplayer 5 OwnageMenu 5 EjectPlayer 1 setVehicleInit 5 MrMedic 5 U-NO-WHO 5 Darky 5 Alexenderpack 5 Alexenderp$ck 5 Troopman 5 Troopmon 5 hacks 5 U-NO- 5 onMapSingleClick 5 gau 5 aa12 5 bomblauncher 5 azp85 5 m1a1 5 M1A2_TUSK_MG 1 createMarker 1 setMarkerPos 5 Teleport 5 teled 1 "vehicle player setPos" 1 "(vehicle player) setPos" 1 addWeapon 5 createLocation 5 Vojtec 5 "hint format ["A %1 has been added", gun]" 5 "vehicle player setpos _pos;" 5 marker2 setMarkerPosLocal (getPos veh) 1 private ["_dummy"]; _dummy = 5 marker2 = createMarkerLocal [marker2,getPos veh]; 5 marker2 = "VehMarker" + (str i); 1 private ["_dummy"]; _dummy 5 onDoubleClick 5 _markerMirador 5 TKCV1_0\TKCOWNS.sqf 5 [_this,"players"] execVM "\ca\ui\scripts\dedicatedServerInterface.sqf"; 5 _v addweapon "A"+"A1"+"2_PM"+"C"; _v addmagazine "20R"+"nd 5 addWeaponCargo ["M14_EP1" 5 addWeaponCargo ["Remington870_lamp" 5 addWeaponCargo ["M4A3_CCO_EP1" 5 addWeaponCargo ["M4A1_AIM_SD_camo" 5 addWeaponCargo ["BAF_L85A2_RIS_CWS" 5 addWeaponCargo ["BAF_AS50_scoped" 5 addWeaponCargo ["Winchester1866" 5 addWeaponCargo ["LeeEnfield" 5 addWeaponCargo ["revolver_EP1" 5 addWeaponCargo ["FN_FAL" 5 addWeaponCargo ["FN_FAL_ANPVS4" 5 addWeaponCargo ["m107" 5 addWeaponCargo ["Mk_48_DZ" 5 addWeaponCargo ["M249_DZ" 5 addWeaponCargo ["DMR" 5 addWeaponCargo ["M16A2" 5 addWeaponCargo ["M16A2GL" 5 addWeaponCargo ["AK_47_M" 5 addWeaponCargo ["AK_74" 5 addWeaponCargo ["M4A1_Aim" 5 addWeaponCargo ["AKS_74_kobra" 5 addWeaponCargo ["AKS_74_U" 5 addWeaponCargo ["AK_47_M" 5 addWeaponCargo ["M24" 5 addWeaponCargo ["M1014" 5 addWeaponCargo ["M4A1" 5 addWeaponCargo ["MP5SD" 5 addWeaponCargo ["MP5A5" 5 addWeaponCargo ["huntingrifle" 5 addWeaponCargo ["glock17_EP1" 5 addWeaponCargo ["M9" 5 addWeaponCargo ["M9SD" 5 addWeaponCargo ["Colt1911" 5 addWeaponCargo ["UZI_EP1" 5 addMagazineCargo ["30Rnd_556x45_Stanag" 5 addMagazineCargo ["30Rnd_556x45_StanagSD" 5 addMagazineCargo ["20Rnd_762x51_DMR" 5 addMagazineCargo ["30Rnd_762x39_AK47" 5 addMagazineCargo ["5Rnd_762x51_M24" 5 addMagazineCargo ["10Rnd_127x99_m107" 5 addMagazineCargo ["8Rnd_B_Beneli_74Slug" 5 addMagazineCargo ["1Rnd_HE_M203" 5 addMagazineCargo ["FlareWhite_M203" 5 addMagazineCargo ["FlareGreen_M203" 5 addMagazineCargo ["1Rnd_Smoke_M203" 5 addMagazineCargo ["200Rnd_556x45_M249" 5 addMagazineCargo ["8Rnd_B_Beneli_Pellets" 5 addMagazineCargo ["30Rnd_9x19_MP5" 5 addMagazineCargo ["30Rnd_9x19_MP5SD" 5 addMagazineCargo ["100Rnd_762x51_M240" 5 addMagazineCargo ["15Rnd_W1866_Slug" 5 addMagazineCargo ["5x_22_LR_17_HMR" 5 addMagazineCargo ["10x_303" 5 addMagazineCargo ["15Rnd_9x19_M9" 5 addMagazineCargo ["15Rnd_9x19_M9SD" 5 addMagazineCargo ["7Rnd_45ACP_1911" 5 addMagazineCargo ["17Rnd_9x19_glock17" 5 addMagazineCargo ["8Rnd_9x18_Makarov" 5 addMagazineCargo ["6Rnd_45ACP" 5 addMagazineCargo ["8Rnd_9x18_Makarov" 5 addWeaponCargo ["Binocular_Vector" 5 addWeaponCargo ["NVGoggles" 5 addWeaponCargo ["ItemGPS" 5 addWeaponCargo ["ItemMap" 5 addWeaponCargo ["ItemCompass" 5 addWeaponCargo ["ItemWatch" 5 addWeaponCargo ["ItemKnife" 5 addWeaponCargo ["ItemMatchbox" 5 addMagazineCargo ["PipeBomb" 5 addMagazineCargo ["HandGrenade_west" 5 addMagazineCargo ["ItemBandage" 5 addMagazineCargo ["ItemPainkiller" 5 addMagazineCargo ["ItemMorphine" 5 addMagazineCargo ["ItemEpinephrine" 5 addMagazineCargo ["ItemAntibiotic" 5 addMagazineCargo ["ItemBloodbag" 5 addMagazineCargo ["PartEngine" 5 addMagazineCargo ["PartGeneric" 5 addMagazineCargo ["PartVRotor" 5 addMagazineCargo ["ItemJerrycan" 5 addBackpackCargo ["DZ_ALICE_Pack_EP1" 5 addBackpackCargo ["DZ_Backpack_EP1" Edited July 27, 2012 by Placebo Share this post Link to post Share on other sites
ShadowDuke 1 Posted July 23, 2012 Scripts.log is supposed to be big and thats the new scripts.txt! //new 5 "Bo_Mk82" 5 "Loki" 5 "Gerk" 5 "(vehicle player) addEventHandler ["handleDamage", { false }];" 5 "player addEventHandler ["handleDamage", { false }];" 5 "GodMode" 5 "God mode" 5 "Infammo" 5 "InfiniteAmmo" 5 "Infinite Ammo" 5 "Killplayer" 5 "OwnageMenu" 5 "EjectPlayer" 1 "setVehicleInit" 5 "MrMedic" 5 "U-NO-WHO" 5 "Darky" 5 "Alexenderpack" 5 "Alexenderp$ck" 5 "Troopman" 5 "Troopmon" 5 "hacks" 5 "U-NO-" 5 "onMapSingleClick" 5 "gau" 5 "aa12" 5 "bomblauncher" 5 "azp85" 5 "m1a1" 5 "M1A2_TUSK_MG" 1 "createMarker" 1 "setMarkerPos" 5 "Teleport" 5 "teled" 1 "vehicle player setPos" 1 "(vehicle player) setPos" 1 "addWeapon" 5 "createLocation" 5 "Vojtec" 5 "hint format ["A %1 has been added", gun]" 5 "vehicle player setpos _pos;" 5 "marker2 setMarkerPosLocal (getPos veh)" 1 "private ["_dummy"]; _dummy = [_this,"onload"] execVM "\ca\ui\scripts\dedicatedServerInterface.sqf";" 1 "private ["_dummy"]; _dummy =" 5 "marker2 = createMarkerLocal [marker2,getPos veh];" 5 "marker2 = "VehMarker" + (str i); 1 "private ["_dummy"]; _dummy" 5 "private ["_dummy"]; _dummy = [_this,"onload"]" 5 "onDoubleClick" 5 "_markerMirador" 5 "TKCV1_0\TKCOWNS.sqf" 5 "[_this,"players"] execVM "\ca\ui\scripts\dedicatedServerInterface.sqf";" 5 "_v addweapon "A"+"A1"+"2_PM"+"C"; _v addmagazine "20R"+"nd" 5 "addWeaponCargo ["M14_EP1"" 5 "addWeaponCargo ["Remington870_lamp"" 5 "addWeaponCargo ["M4A3_CCO_EP1"" 5 "addWeaponCargo ["M4A1_AIM_SD_camo"" 5 "addWeaponCargo ["BAF_L85A2_RIS_CWS"" 5 "addWeaponCargo ["BAF_AS50_scoped"" 5 "addWeaponCargo ["Winchester1866"" 5 "addWeaponCargo ["LeeEnfield"" 5 "addWeaponCargo ["revolver_EP1"" 5 "addWeaponCargo ["FN_FAL"" 5 "addWeaponCargo ["FN_FAL_ANPVS4"" 5 "addWeaponCargo ["m107"" 5 "addWeaponCargo ["Mk_48_DZ"" 5 "addWeaponCargo ["M249_DZ"" 5 "addWeaponCargo ["DMR"" 5 "addWeaponCargo ["M16A2"" 5 "addWeaponCargo ["M16A2GL"" 5 "addWeaponCargo ["AK_47_M"" 5 "addWeaponCargo ["AK_74"" 5 "addWeaponCargo ["M4A1_Aim"" 5 "addWeaponCargo ["AKS_74_kobra"" 5 "addWeaponCargo ["AKS_74_U"" 5 "addWeaponCargo ["AK_47_M"" 5 "addWeaponCargo ["M24"" 5 "addWeaponCargo ["M1014"" 5 "addWeaponCargo ["M4A1"" 5 "addWeaponCargo ["MP5SD"" 5 "addWeaponCargo ["MP5A5"" 5 "addWeaponCargo ["huntingrifle"" 5 "addWeaponCargo ["glock17_EP1"" 5 "addWeaponCargo ["M9"" 5 "addWeaponCargo ["M9SD"" 5 "addWeaponCargo ["Colt1911"" 5 "addWeaponCargo ["UZI_EP1"" 5 "addMagazineCargo ["30Rnd_556x45_Stanag"" 5 "addMagazineCargo ["30Rnd_556x45_StanagSD"" 5 "addMagazineCargo ["20Rnd_762x51_DMR"" 5 "addMagazineCargo ["30Rnd_762x39_AK47"" 5 "addMagazineCargo ["5Rnd_762x51_M24"" 5 "addMagazineCargo ["10Rnd_127x99_m107"" 5 "addMagazineCargo ["8Rnd_B_Beneli_74Slug"" 5 "addMagazineCargo ["1Rnd_HE_M203"" 5 "addMagazineCargo ["FlareWhite_M203"" 5 "addMagazineCargo ["FlareGreen_M203"" 5 "addMagazineCargo ["1Rnd_Smoke_M203"" 5 "addMagazineCargo ["200Rnd_556x45_M249"" 5 "addMagazineCargo ["8Rnd_B_Beneli_Pellets"" 5 "addMagazineCargo ["30Rnd_9x19_MP5"" 5 "addMagazineCargo ["30Rnd_9x19_MP5SD"" 5 "addMagazineCargo ["100Rnd_762x51_M240"" 5 "addMagazineCargo ["15Rnd_W1866_Slug"" 5 "addMagazineCargo ["5x_22_LR_17_HMR"" 5 "addMagazineCargo ["10x_303"" 5 "addMagazineCargo ["15Rnd_9x19_M9"" 5 "addMagazineCargo ["15Rnd_9x19_M9SD"" 5 "addMagazineCargo ["7Rnd_45ACP_1911"" 5 "addMagazineCargo ["17Rnd_9x19_glock17"" 5 "addMagazineCargo ["8Rnd_9x18_Makarov"" 5 "addMagazineCargo ["6Rnd_45ACP"" 5 "addMagazineCargo ["8Rnd_9x18_Makarov"" 5 "addWeaponCargo ["Binocular_Vector"" 5 "addWeaponCargo ["NVGoggles"" 5 "addWeaponCargo ["ItemGPS"" 5 "addWeaponCargo ["ItemMap"" 5 "addWeaponCargo ["ItemCompass"" 5 "addWeaponCargo ["ItemWatch"" 5 "addWeaponCargo ["ItemKnife"" 5 "addWeaponCargo ["ItemMatchbox"" 5 "addMagazineCargo ["PipeBomb"" 5 "addMagazineCargo ["HandGrenade_west"" 5 "addMagazineCargo ["ItemBandage"" 5 "addMagazineCargo ["ItemPainkiller"" 5 "addMagazineCargo ["ItemMorphine"" 5 "addMagazineCargo ["ItemEpinephrine"" 5 "addMagazineCargo ["ItemAntibiotic"" 5 "addMagazineCargo ["ItemBloodbag"" 5 "addMagazineCargo ["PartEngine"" 5 "addMagazineCargo ["PartGeneric"" 5 "addMagazineCargo ["PartVRotor"" 5 "addMagazineCargo ["ItemJerrycan"" 5 "addBackpackCargo ["DZ_ALICE_Pack_EP1"" 5 "addBackpackCargo ["DZ_Backpack_EP1"" But people still can spawn vehicles and teleport, use maphack? I dont know about the cheats. Share this post Link to post Share on other sites
fluks 1 Posted July 23, 2012 @$able : "Write "//new" in the first line of your new scripts.txt to prevent this from happening and make the BE Server load the new script scans." You wrote yourself that there's a new scripts.txt Also, with this stunt, you left alot of servers unprotected. And by the way, you want us (server admins) to decide for ourselves what we want to scan for. Isn't that your job? Isn't it Battleye's job to automatically get rid of cheaters? So basically, you want us to set up scripts.txt by ourselves and continue to search through millions of lines in scripts.log to spot cheaters? It's not that easy for us admins, to know the difference between valid and cheat scripts. Sorry to say this but Battleye is probably the worst anti-cheat system out there. Share this post Link to post Share on other sites
caos901 1 Posted July 23, 2012 Correct. Which new scripts.txt? It's up to you to decide what you want to scan for and what not. As I said in my post, you can still use your old scans by simply putting quotes around the entire string.Btw, there is no point to block the server control panel itself. You won't catch cheaters that way. This seems to be a common misunderstanding among DayZ admins. its not a misunderstanding. it happens. this guy spawns all kinds of crap on my server using the control panel. i blocked shift-p and stopped him. now he's back at it. Share this post Link to post Share on other sites
$able 2 Posted July 23, 2012 (edited) @$able : "Write "//new" in the first line of your new scripts.txt to prevent this from happening and make the BE Server load the new script scans."You wrote yourself that there's a new scripts.txt Also, with this stunt, you left alot of servers unprotected. And by the way, you want us (server admins) to decide for ourselves what we want to scan for. Isn't that your job? Isn't it Battleye's job to automatically get rid of cheaters? So basically, you want us to set up scripts.txt by ourselves and continue to search through millions of lines in scripts.log to spot cheaters? It's not that easy for us admins, to know the difference between valid and cheat scripts. Sorry to say this but Battleye is probably the worst anti-cheat system out there. Thanks for the compliment. I'm sorry, but you misunderstood what I wrote there. And no, it's not possible for me to do this as this feature entirely depends on what mods/missions you are using on your server and what is thus allowed and what not. There is not a single unified solution that blocks everything here. I can only give you the tools to do that on your server. The whole point of this update is that you no longer have to search through millions of lines and can detect more script hacks at the same time. its not a misunderstanding. it happens. this guy spawns all kinds of crap on my server using the control panel. i blocked shift-p and stopped him. now he's back at it. It is a misunderstanding because the script scan you posted doesn't pick up someone who hacked his game to use the server control panel to load his scripts. Just because he uses the control panel to achieve this doesn't mean that this scan will actually pick it up. Additionally you are also kicking legitimate players that go to the server control panel with it. Edited July 23, 2012 by $able Share this post Link to post Share on other sites
fluks 1 Posted July 23, 2012 Thanks for the compliment. I'm sorry, but you misunderstood what I wrote there. And no, it's not possible for me to do this as this feature entirely depends on what mods/missions you are using on your server and what is thus allowed and what not. There is not a single unified solution that blocks everything here. I can only give you the tools to do that on your server. The whole point of this update is that you no longer have to search through millions of lines and can detect more script hacks at the same time. I'm sorry for what I wrote and take back pretty much all of it. I'm just frustrated that the servers (DayZ in this case) are flooded with cheaters, and there's not much info out there to us (admins), to efficiently get rid of them. Cheats camouflage themselves looking like valid scripts, which leads me to not knowing what to put into the scripts.txt file. The maintenance required is almost like a full-time job. Share this post Link to post Share on other sites
ShadowDuke 1 Posted July 23, 2012 The maintenance required is almost like a full-time job. indeed it is :( Share this post Link to post Share on other sites
.kju 3245 Posted July 23, 2012 Make it a team effort via the dayZ forum together with the dayZ team. Share this post Link to post Share on other sites