tachi 10 Posted March 19, 2015 (edited) Is there a way to check if client has some x,y,z mods loaded? And i'm not talking about signed pbos, im talking about cfgPatches. Is there a way to check if addons that are loaded on the server are exact the same as on the client side, and if client doesn't have all the neccesarry addons, it gets kicked? Edited March 19, 2015 by Tachi Share this post Link to post Share on other sites
fight9 14 Posted March 19, 2015 Look up the isClass command. Share this post Link to post Share on other sites
jshock 513 Posted March 20, 2015 Maybe run the following server side and locally for each connected client in the initPlayerLocal.sqf: https://community.bistudio.com/wiki/activatedAddons Share this post Link to post Share on other sites
lordbooka 159 Posted March 20, 2015 Like JShock's mention: defined an array of allowed mods (which could be easier than find some specific mal-mods) then check it on the beginning line of initPlayerLocal. Share this post Link to post Share on other sites
tachi 10 Posted March 20, 2015 What in theory i need, is an array of all mods from servers CfgPatches basically. Then i need to compare them with the array of mods created from CfgPatches on the client side. Share this post Link to post Share on other sites
lordbooka 159 Posted March 21, 2015 Hope this could inspire you in somewhat. _canPass = true; { if (!(["a3_", _x] call BIS_fnc_inString)) then { if (isClass _x) then { if ((!configName _x) in arrayFromServerAddons) exitWith {_canPass = false;}; }; }; } forEach activatedAddons; if (!_canPass) exitWith { //do whatever you want. }; Share this post Link to post Share on other sites