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OberSchutze

Clientside Mods question

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If I do not want to have 30 different mods activated at once on my server, but want to allow certain mods that are client side such as weapons and uniforms, can I just add the sig and key files to the server? I am using verified signatures.

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Firstly weapons and uniforms wont be clientside, they will create addon dependancy in a mission and all users will require them

Clientside addons are such things as the ShackTac Hud, weapon resting addons, TAO folding map.

Take a look at this, it explains mods a little better for you

Scroll down the first post in this ServerTutorial thread until you find the ADDONS & MODS section

Listing the addon's .BiKey in the Arma3 root "Keys" folders whitelists the addons making it possible for the client to connect to the server with them

The currently loaded mission defines which addons that are required to connect to the server

So if you are running an addon server and have bikeys listed for lets say @Alive but the mission is pure vanilla, then anyone can join that isnt running any addons

However, if you then load a mission that requires @Alive, the player who joined with no addons would then automatically get kicked from the server.

Defining verifysignatures=2 switches this "Whitelisting" system on

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I understand that part, and for the purposes of my missions I use VAS so that I do not have to have mod dependencies. What I am trying to accomplish right now is prevent those mods which are still bugged from the ballistics change from crashing my server yet allow the most amount of weapons and uniforms possible.

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thats easy, just dont have their bikeys in your keys folder then

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