diesel5187 73 Posted January 18, 2014 (edited) We have recently implemented our unit mod pack on our server, what we are trying to implement is that if you do not have ALL of our mods running or too many, the server automatically kicks you out or does not let you join. I would like to know if this is even possible and if so, how? I have searched on Google and the forum with no answer to this specific question. Thanks in advanced for the help! Edited January 18, 2014 by Diesel5187 Share this post Link to post Share on other sites
terox 316 Posted January 18, 2014 basically do the following 1) Install all the *.bikeys into the server's "keys" directory for all the addons you want to allow eg cba_a3_beta4.bikeyjsrs2.bikey shacktac.bikey ZClient.bikey zhud.bikey zserver.bikey 2) In your Arma3 *.cfg file make sure you have the following line verifySignatures = 2; 3) Restart the server This will cause the following scenarios to kick a player from the server Any client who tries to connect with any addons that you do not host a key for, will not be able to connect Any client who tries to connect once a mission has been loaded (eg unit selection screen or any point after) who does not have the addons that mission requires will be kicked off the server There is no system in place that states "The client must have x,y,x addons to play on the server without a mission being preloaded. There is an older system defined in *.cfg called "equalmodrequired". What this does is match the -mod= param lines between the server and the client. If the client isnt running the exact same -mod= parameters they will not be able to connect. However, this does not define what is loaded within those mod folders and therefore is only useful for a clan server that tells its members, they must use certain -mod params This is the limit of what can be done 2 Share this post Link to post Share on other sites
diesel5187 73 Posted January 18, 2014 Thanks for the help! Share this post Link to post Share on other sites
lordprimate 159 Posted January 19, 2014 (edited) this was a perfectly timed question. thanks for the answer Terox. I always ran my server from my pc. my group just recently got another Dedi from a different provider. I was almost sure you didn't have to actually load the whole mod (IE: client side only mods) to the server. i was having problems joining just a few minutes ago, but then i remembered that, some of the mods like blastcore had had recent patches to their keys and sigs. I didn't have them. Edited January 19, 2014 by Lordprimate Share this post Link to post Share on other sites
EssacCrown168 0 Posted February 2, 2016 basically do the following 1) Install all the *.bikeys into the server's "keys" directory for all the addons you want to allow eg 2) In your Arma3 *.cfg file make sure you have the following line verifySignatures = 2;3) Restart the serverThis will cause the following scenarios to kick a player from the server Any client who tries to connect with any addons that you do not host a key for, will not be able to connect Any client who tries to connect once a mission has been loaded (eg unit selection screen or any point after) who does not have the addons that mission requires will be kicked off the server There is no system in place that states "The client must have x,y,x addons to play on the server without a mission being preloaded. There is an older system defined in *.cfg called "equalmodrequired". What this does is match the -mod= param lines between the server and the client. If the client isnt running the exact same -mod= parameters they will not be able to connect. However, this does not define what is loaded within those mod folders and therefore is only useful for a clan server that tells its members, they must use certain -mod params This is the limit of what can be done Thx a lot, but could u tell me how to work on Arma 2 ? I didn't found Arma2.cfg file in directory Share this post Link to post Share on other sites
terox 316 Posted February 5, 2016 @ EssacCrown168 If you dont have a server.cfg just create one in any text editor Share this post Link to post Share on other sites