brians200 51 Posted November 16, 2013 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 I see there is a equalModRequired = 0; // Outdated.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. Share this post Link to post Share on other sites
Harzach 2518 Posted November 17, 2013 In server.cfg: verifySignatures = 2; Place only the keys for the required client add-ons in the server keys folder. Share this post Link to post Share on other sites
brians200 51 Posted November 17, 2013 I already have that on 2. People can still join and play without cba installed... Share this post Link to post Share on other sites
Harzach 2518 Posted November 17, 2013 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. Share this post Link to post Share on other sites
brians200 51 Posted November 17, 2013 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and learn how to become a member of the EPD", }; motdInterval = 4; // JOINING RULES checkfiles[] = {}; // Outdated.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"; }; }; Share this post Link to post Share on other sites
.kju 3245 Posted November 17, 2013 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) Share this post Link to post Share on other sites
giorgygr 61 Posted November 17, 2013 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 :) Share this post Link to post Share on other sites
Harzach 2518 Posted November 17, 2013 ;2558862']requiring addons is done by missionsthe 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. Share this post Link to post Share on other sites
brians200 51 Posted November 17, 2013 Thanks for the quick replies! Share this post Link to post Share on other sites
SavageCDN 231 Posted November 19, 2013 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. Share this post Link to post Share on other sites