zombinate 10 Posted June 23, 2014 Greetings everyone, I'm in need of your fair help: We use several mods on our clan server, e.g. @A3MP, @CBA_A3, @AGM etc., and a custom modpack, which includes several mods like HAFM_Helis and RH weapons mod. I placed the keys for the "common" mods (@A3MP etc.) in the "Keys"-folder, restart -> works. I can join using only these mods on clientside. For the modpack, I used to sign them with my privatebikey to make sure, everyone uses the same version of this mod. I deleted the original bisigns, made my own and uploaded everything to the server, also my personal public key to the "Keys"-folder. But now, when I try to join, connection's refused. If I do not load our modpack (on server), I can join (if I deactivated the modpack on client side, too). So I'm pretty sure, there's something wrong with our custom modpack. Anyone got an idea what I messed up? Thanks in advance! Share this post Link to post Share on other sites
SavageCDN 231 Posted June 24, 2014 Perhaps just a problem with the keys you generated? Have you tried generating a new set of keys and testing with that? Share this post Link to post Share on other sites
zombinate 10 Posted June 24, 2014 Perhaps just a problem with the keys you generated? Have you tried generating a new set of keys and testing with that? Thank you for the hint, but anyway it does not work. I just want to "force" player to use the mods. I don't think, it is a mod error because if I turn off verifySignatures, I can join. Just tried to set verifySignatures = 0 and use equalModRequired = 1 instead, but connections refused by server then. Share this post Link to post Share on other sites
GieNkoV 30 Posted June 24, 2014 Equalmodrequired is not used anymore and was replaced by verifysignatures. In our community we also tried to make all addons use one generated key. That was not a good idea - some addons just didnt liked new keys and we have to rollback to original ones. I recommend you to test your private key on single addon - it works? fine, next addon - bisign works? No? Then leave it with original key. I also recommend to use A3Sync if you really want players to use your custom modpack. It's way easier than making long instructions like "now delete all bisigns from this folder and paste our bisigns there and there". I hope this was helpful, have fun with bisigns :-D . Wysłane z mojego Xperia Live with Walkman przy użyciu Tapatalka Share this post Link to post Share on other sites
SavageCDN 231 Posted June 24, 2014 Thank you for the hint, but anyway it does not work. I just want to "force" player to use the mods. I don't think, it is a mod error because if I turn off verifySignatures, I can join. Just tried to set verifySignatures = 0 and use equalModRequired = 1 instead, but connections refused by server then. The best way to do this is include something from the mod in the mission.sqm file.. .obviously this will not work for all mods.. only ones that have something you can add via the editor. Gienkov's post is a good idea too!! Share this post Link to post Share on other sites
zombinate 10 Posted June 24, 2014 Equalmodrequired is not used anymore and was replaced by verifysignatures. In our community we also tried to make all addons use one generated key. That was not a good idea - some addons just didnt liked new keys and we have to rollback to original ones. I recommend you to test your private key on single addon - it works? fine, next addon - bisign works? No? Then leave it with original key. I also recommend to use A3Sync if you really want players to use your custom modpack. It's way easier than making long instructions like "now delete all bisigns from this folder and paste our bisigns there and there". I hope this was helpful, have fun with bisigns :-D . We already use A3Sync but without repository because it is a large security leak if you're unable to activate anonymous ftp login. But it is a great mod manager! I think, I will download the mods again (so they are up to date) and place Bikeys to the Keys-Folder. How can I make Mods optional like JSRS? Just place the bikey to the Keys-Folder? The best way to do this is include something from the mod in the mission.sqm file.. .obviously this will not work for all mods.. only ones that have something you can add via the editor. Gienkov's post is a good idea too!! I think, I might build a script, that asks for several classes used in the mods. If one fails, player will be kicked. Thank you! Share this post Link to post Share on other sites
SavageCDN 231 Posted June 25, 2014 You might be able to add the mod as a requirement in the mission.sqm file under Addons and AddonsAuto but I haven't tried that before. For optional mods yes just place the bikey files in the Keys folder. Share this post Link to post Share on other sites