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How to allow server mods

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I'm running a windows dedicated ArmA2 OA server and I'm trying to get a few mods to work on there, and allow people to join if there using the same mods.

The mods i have installed are :

@JSRS

@RH_Heli_sound

@Fallujah

@CBA

@CBA_A2

@CBA_CO

@CBA_OA

This is the string used for the command line ""ArmA 2 Server\arma2oaserver.exe" -port=2302 -name=default -config=default\server.cfg -cfg=default\Arma2.cfg -profiles=default -mod=@CBA_CO -mod=@fallujah -mod=@JSRS -mod=@RH_Heli_Sound -mod=@CBA_A2 -mod=@CBA_CO -mod=@CBA_OA"

I used to just run with "verifySignatures = 0;" But had trouble with people using Loki's Lost Key and ACE.

With verify off its fine we can join and play with no issue, but i don't like having to constantly kick people after they drop a few nuke's around and then we have to restart to get ride off the bugs. And after spending a few hours on wasteland setting up a base, its quite annoying.

When the server is running, it show's that these files are running as expansions on the server, but no one can connect if "verifySignatures = 1;"

Is there a file I've missed somewhere to allow these and still keep "verifySignatures = 1;" to weed out the reset?

Thanks

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I don't think it's possible to run all three CBAs along with the new CBA_CO compilation, so sig check will disallow anyone trying to join. Use whatever is required by the mods in your list - in this case, it's the three separate CBAs.

@CBA

@CBA_A2

@CBA_OA

@Fallujah

@JSRS

@RH_Heli_sound

Also, I think the CBAs need to come first in your command line.

Edited by Harzach

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You really only need one mod parameter and separate the mods with a semi colon, also i'd recommend only using the 3 basic CBA's,

plus what you posted you have 2 CBA_CO's should be like this:

-mod=@CBA;@CBA_A2;@CBA_OA;@fallujah;@JSRS;@RH_Heli_Sound"

Make sure you have then bikey files in the keys folder for all those mods, and then have verify signatures on,

this will only allow those with the mods you have on your server.

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Adding in the key's has let me connect with verifysignatures on, but the mission file doesn't load when i join. It loops <mission file name> read from bank. This only happens when i add the -mod= string to the command line

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There are no need to run JSRS and RH_Heli_Sound on the dedicated server - they are client mods.

But to allow them on the server put the .bikey in the servers key folder.

As other have written only use cba and cba_a2 and cba_oa - the cba_co are a replacement for them but

will only work if you use the latest beta-patch.

3files are always used in a mod

example.pbo <----- goes in the mods folder c:arma2/@example/addons/example.pbo

example.bisign <---- goes in the mods folder c:arma2/@example/addons/example.pbo

example.bikey <---- goes in the servers keys folder c:arma2/dedicatedserver/keys/example.bikey (this file have no use on the client, but does no harm there either)

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but the mission file doesn't load when i join. It loops <mission file name> read from bank. This only happens when i add the -mod= string to the command line

What are the requirements of the mission?

Make sure you meet the requirement of whats in the mission, if the mission has ACE units in it, and you have ace on your server,

then you need ace in order to play, just an example of course.

Post your RPT lets see what you have going on, behind the scenes.

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http://forums.bistudio.com/showthread.php?142683-Multi-Session-Operations-v4-5-released&p=2302859&viewfull=1#post2302859

//Enables or disables the signature verification for addons. Default = 0. Weak protection = 1. Full protection = 2.

verifySignatures = 2:

// Signature timeout fix

regularcheck="{}";

// unsigned data detected

onUnsignedData = "kick (_this select 0)";

// tampering of the signature detected

onHackedData = "kick (_this select 0)";

// data with a valid signature, but different version than the one present on server detected

//onDifferentData="kick (_this select 0)";

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As described in the following page : http://community.bistudio.com/wiki/server.cfg, disabling regularcheck is not a good idea :

If you do not include the regularCheck option or set regularCheck=""; it will be activated. Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. (The heavy I/O operation might be stressful for some systems with weak I/O, slow HDD etc., in case You still have these problems post 1.60 release please report to CIT ticket with details https://dev-heaven.net/projects/cis/issues/new )

To turn this function off, write regularCheck="{}";. It's strongly recommended to NOT DISABLE regularCheck as this will make the server prone to cheating.

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= Memphis007;2307181']As described in the following page : http://community.bistudio.com/wiki/server.cfg' date=' disabling regularcheck is not a good idea :[/quote']

Thanks Memphis did not know this

edit: bit confusing... wiki says uncomment to disable feature? So having as I did has regularcheck disabled? To enable it I need to comment out that line?

Edited by SavageCDN

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Yes, it works backwards, when you uncomment it you disable the feature which is not recommended, so you must leave it commented or as the following sentence says :

If you do not include the regularCheck option or set regularCheck=""; it will be activated.
Edited by =[TTK]= Memphis007

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= Memphis007;2307391']Yes' date=' it works backwards, when you uncomment it you disable the feature which is not recommended, so you must leave it commented[/quote']

Thanks :wave:

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