cm. 10 Posted July 27, 2012 Wait, is BE free? I thought BIS payed him to keep it up-to-date? Share this post Link to post Share on other sites
maddogx 13 Posted July 27, 2012 Wait, is BE free? I thought BIS payed him to keep it up-to-date? Of course they pay him. It's free for us. Share this post Link to post Share on other sites
Placebo 29 Posted July 27, 2012 1. Link to cheat site removed, do not advertise cheat sites by posting their links here because that's basically what posting their link is doing, send directly to us or send directly to Battleye. 2. Wall of text hidden with a spoiler tag, pasted that much stuff makes the thread unreadable, use spoiler tags for similar please. Share this post Link to post Share on other sites
$able 2 Posted July 27, 2012 7th Link. You wan't to tell me noone knows abou those exploits? What makes you think so? Share this post Link to post Share on other sites
SunnyPi 1 Posted July 27, 2012 (edited) The fact that it obviously works looking at multiple servers. Thanks for having a look into it tho. Edited July 27, 2012 by SunnyPi Share this post Link to post Share on other sites
nik21 1 Posted July 27, 2012 The fact that it obviously works looking at multiple servers.Thanks for having a look into it tho. If you mean the site you linked - it's one of the most known ones and $able knows every post in this forum... so yeah. Share this post Link to post Share on other sites
sKum 1 Posted July 28, 2012 Can someone make me a scripts.txt that searches for scripts that spawn/import vehicles like heli's like loki's lost key mod and kicks the player ?? I will love you forever Share this post Link to post Share on other sites
PreedSwe 18 Posted July 28, 2012 I have made a php script that we use to catch hackers after someone uses a hack on the server. First, our server logs ALL incoming packets to the server(logs rotate every 6 hours). Then if someone uses a hack, like spawn 500 AH64's an admin can just go to our server admin website, type in something to match for, in this case "ah64" and it will scan the net packet logfile back 10 minutes showing who spawned them. There are so many hacks coming and going we have found it near impossible to implement up-to-date script matching. Also if the hack is like a dll injection or memory edit hack, script detection through a mission file script wont work anyway. Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 28, 2012 After patch 1.62 bans/kicks done in BERcon does not show up on clients anymore - will this be fixed or is it done deliberate. Share this post Link to post Share on other sites
chus 0 Posted August 1, 2012 Hy, how can I verify that the scripts.log is correctly loaded? I took the scripts.txt some posts behind and uploaded it. Went to rcon and typed int loadScripts My scripts.log only has one entry. :j: # //new Any advice would be cool. Wiki is a bit poor in sharing knowlegde about scripts.txt ---------- Post added at 15:16 ---------- Previous post was at 15:04 ---------- Hy,how can I verify that the scripts.log is correctly loaded? I took the scripts.txt some posts behind and uploaded it. Went to rcon and typed int loadScripts My scripts.log only has one entry. :j: # //new Any advice would be cool. Wiki is a bit poor in sharing knowlegde about scripts.txt OK solved I uploaded the wrong file. Whithout the "//new" and "\" modifications now it works. Thanks. Share this post Link to post Share on other sites
spamurai 3 Posted August 2, 2012 Where is the scripts.log file supposed to be? I can't find it in my server directory =( Share this post Link to post Share on other sites
AcIdRaIn 1 Posted August 2, 2012 Any chance someone is researching how to stop people from being able to port entire servers to a single location and murdering them in Dayz? This is becoming rather annoying as we are unable to keep them banned. Share this post Link to post Share on other sites
umandez 1 Posted August 5, 2012 Mine, ok??? //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 "createMarkerLocal ["nukemarker"" 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\"" Share this post Link to post Share on other sites
$able 2 Posted August 5, 2012 Where is the scripts.log file supposed to be?I can't find it in my server directory =( In the same directory as the scripts.txt (BE working directory). Any chance someone is researching how to stop people from being able to port entire servers to a single location and murdering them in Dayz? This is becoming rather annoying as we are unable to keep them banned. Many things are being done behind the scenes to find a lasting solution to this problem. Please have some more patience. Mine, ok???[...] You need to change quote (") characters to \" if they are included in strings. Share this post Link to post Share on other sites
Sacrament 1 Posted August 6, 2012 Hi guys. I have a problem. On my server some players uninstall battleye and until it is updated from the server, they have a few minutes to use scripts for weapons and other. How can I fix it? Sorry for english... Share this post Link to post Share on other sites
colinm9991 20 Posted August 7, 2012 Is there any full documentation on how to use scripts.txt? What do the numbers mean? What do I type in for an anti-cheat detector etc? Share this post Link to post Share on other sites
Prodavec 10 Posted August 8, 2012 It doesn't support UTF-8 for some reason. scripts.txt gets renamed to scritps_old.txt if it was in UTF-8 Share this post Link to post Share on other sites
Justin_Smith 10 Posted August 8, 2012 Please do something about these hackers they are still getting through and not enough documentation on how to edit the scripts.txt file or add your own stuff in. Hackers are still bypassing the battleye. Well I just saw your update $able for working with the developers and I am really hoping that you guys come up with something effective maybe a bit of a built in game detection system or built into the exe sort of how valve and some of the most effective anti-cheat systems out there. If you can manage to pull something effective and at-least kill most of the script kiddies and anything that can execute a code in a game from an outside source that'll be great. But lets see what you come up with. Maybe figure out a way with the developers to peramanently ban them like install something in the PC and if the player gets banned a few times it'll ban the computer so they can t just keep buying new copies of the game and doing their hacks all over again in a different method. Thats the only weak spot that I saw and if you can manage to do that, that'll be cool also. Share this post Link to post Share on other sites
Prodavec 10 Posted August 8, 2012 Clients MUST not execute any scripts. It was big mistake to trust clients in MP. All scripts must be executed on server only. Share this post Link to post Share on other sites
db8385 1 Posted August 9, 2012 I am able to get my rcon to connect to my server, but I cant get it to actually launch my domination map. It only seems to launch if I log into the game. The game will remain persistent as long as somebody is in the game, but the second the game becomes empty it goes right back into "creating" stage, thus restarting the map once somebody joins. I don't like having to stay logged in just to keep everything running. Here is my config: /// // DefconServers.com ArmA2 server configuration file // by S.Tope, 9th July 2009. http://www.defconservers.com // // Password for private servers. Remove the forward slashes if you wish to run a private server // password = ""; // Password to protect admin access type: #login mypassword // in in game client chatbox to login as admin // type: #missions to display the mission list passwordAdmin = "xxxxxxxx"; // The name of the server that shall be displayed in the public server list hostname="=MIA= Co-40 Domination West Takistan"; // Message of the day. It can be several lines, separated by comma //empty messages "" will not be displayed at all but are only for increasing the interval motd[]= { "Welcome to MIA", "The newest Domination server available", "Some changes have been made recently to the base area for those of you who have been here before", "The gameplay is still the same...So enjoy your stay.", }; // Time interval (in seconds) between each message of the day motdInterval=30; // 25% or more players need to vote for mission to become effective // set to 1.5 to turn off missions voting voteThreshold=0.25; // Maximum amount of server slots //Changing this setting above your limit can result in additional fees maxPlayers=40; // Gamespy reporting url for public server list inclusion reportingIP = "arma2oapc.master.gamespy.com"; // If specified player connects/disconnects and player id are written to file. // log file is persistant and appends data on server restart. logfile="server.log"; // If class missions is blank start voting when 1 players connect. voteMissionPlayers=0; // Do not allow players with duplicate ids to connect kickduplicate=0; // If set to 1 players must use exactly the same -mod= startup parameter as the server. equalModRequired=0; // If set to 1, Voice over Net will not be available disableVoN=0; // Quality from 1 to 10 // for codec info. 7 seems to work the best. vonCodecQuality=7; // Set the timestamp format used on each report line in server-side RPT file. // possible values are: // none (default), short & full timeStampFormat=full; // Enables persistent battlefield // dependent on the mission specifiying persistence, otherwise has no effect. // missions must contain either instant respawn or base respawn options located in the missions description.ext file persistent=0; BattlEye=1; // Enables signature verification for addons // this will prevent pbo hacks by only allowing pbos that pass servers public key checks verifySignatures=2; // Signature timeout fix regularcheck="{}"; class Missions { class Coop_177ARDomiOA { template = "Domination40.takistan"; difficulty="regular"; }; }; All the features for rcon work great so long as people are playing on the server, but using 1.85 i thought it was set where I didn't have to stay logged in. Any help would be appreciated. Share this post Link to post Share on other sites
Prodavec 10 Posted August 9, 2012 persistent=0; change to persistent=1; Share this post Link to post Share on other sites
HidroSausager 1 Posted August 10, 2012 Sorry, for my English. Can anyone give me the best content of scripts.txt and say pls how i can stop kicking people for script #55 ? Thx for answers! Share this post Link to post Share on other sites
ballou 10 Posted August 12, 2012 $able have you got a list of the levels of action to taken by battleye 1 - 7 Share this post Link to post Share on other sites
maddogx 13 Posted August 12, 2012 $ablehave you got a list of the levels of action to taken by battleye 1 - 7 It's explained in the first post: 1 - Log detections to "scripts.log"2 - Log detections to server console 4 - Kick for detections ("Script Restriction #X") When logging detections, the BE Server logs an extract of 100 characters of the script being executed showing the detected string. You can combine types by adding them, so e.g. 3 causes positive detections to be logged both to scripts.log and server console, 5 causes detections to be logged to scripts.log and kicked for at the same time, 7 combines all methods, etc.. Share this post Link to post Share on other sites
.kju 3245 Posted August 13, 2012 Someone needs to move the info to the BIKI page finally.. $able/Dwarden/BI best case. http://community.bistudio.com/wiki/BattlEye Share this post Link to post Share on other sites