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brians200

How do you require certain mods?

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Hello,

I have looked through several pages for this answer, and I did not see anybody with this specific question.

We recently added the cba, tmr, and asr_ai mods to our server. I added the command line flag -mod=@CBA_A3;@tmr;@ASR_AI3 and the server keys to the server. However, people are still able to join without any of these installed.

Is there anyway to require people to have cba and tmr before they are allowed to join? Asr_ai is a server mod, so the client does not need to have it installed.

Looking at the config file.. I see there is a

equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.

I don't think I want to set this, because then they would be required to have asr_ai as well.

Any guidance would be appreciated.

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In server.cfg:

verifySignatures = 2;

Place only the keys for the required client add-ons in the server keys folder.

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I already have that on 2. People can still join and play without cba installed...

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Then either your server keys are not in the right place, or there is something else you are overlooking.

Posting your server.cfg here would be helpful.

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Under the root directory, there is a folder called "Keys".

It contains:

a3.bikey

asrai3.bikey

cba_a3_beta4.bikey

TMR.bikey

shacktac.bikey //this is to allow people to use the shacktac hud if they want, but isn't required.

// GLOBAL SETTINGS
hostname = "EPD Gaming Tactical Realism 1";			
password = "";						
passwordAdmin = **********;				
reportingIP = "arma3pc.master.gamespy.com";	
logFile = "server_console.log";				

motd[] = {
"Welcome to the Elektrozavodsk Police Dept. gaming server!",
"Your admins are RyBo and SavageRulez and Maximus and Brian",
"Join us on our Mumble server: 69.4.229.184 Port: 4560 ",
"Vist our website www.elektropd.com and learn how to become a member of the EPD",
};
motdInterval = 4;


// JOINING RULES
checkfiles[] = {};					// Outdated.
maxPlayers = 40;					// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1;					// Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 2;					// Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.


// VOTING
voteMissionPlayers = 1;					// Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33;					// 33% or more players need to vote for something, for example an admin or a new map, to become effective


// INGAME SETTINGS
disableVoN = 0;						// If set to 1, Voice over Net will not be available
vonCodecQuality = 8;					// since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30
persistent = 1;						// If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1;                                           // Server to use BattlEye system


// SCRIPTING ISSUES
onUserConnected = "";					//
onUserDisconnected = "";				//
doubleIdDetected = "";					//
regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!


// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)";		// unsigned data detected
onHackedData = "kick (_this select 0)";			// tampering of the signature detected
onDifferentData = "";					// data with a valid signature, but different version than the one present on server detected


// MISSIONS CYCLE 
class Missions 
{
class WarStorm
{
	template="co50_btc-war-storm.altis";
	difficulty="Regular";
};
};

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requiring addons is done by missions

the only alternative is a server side addon that kicks people if they dont have a specific addon loaded (cfgPatches class)

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Yes..search for ASR_Appendix and you can force clients to do whatever YOU want.

depbo your to-be-forced-addon-> read .cpp file/copy cfgPatches class *name->edit userconfig of ASR_Appendix inserting the name in the

appropriate field and..Voila :)

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;2558862']requiring addons is done by missions

the only alternative is a server side addon that kicks people if they dont have a specific addon loaded (cfgPatches class)

Yeah, derp on my part. I was thinking "allow only certain add-ons". Sorry for the confusion, OP.

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Certain addons with have a "require this addon" module as well such as CBA - open your mission, add the Require CBA module to the mission, save... however I think CBA is the only one in your list that applies

For mods that don't have an 'item' you can add to the mission you'll need to do as kju or giorgyGR have mentioned.

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