infiltrator_2k 29 Posted April 11, 2015 DragonFyre is a client side mod meaning we just have to allow the key. Although I've noticed a lot of admins have it listed in the required expansions? Why? Is there a practical reason for this, or is it a mistake because the admins haven't read the installation process? Also if signature verification is set to 2 does this mean only players with the same mods running as the server are permitted to join? Or does this mean the server has to allow the key for the mod to be allowed to be ran on the client's PC, and if it is 'not' present, does this class the addon as unknown? If so, does the signature verification and allowed key process replace the "equalModRequired" that's listed as outdated? I'd appreciate it if someone could clear this up for me so I can control what addons players are permitted to use on my server. Cheers Ian Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 11, 2015 I've ran a few tests and it seems you can join any server running mods even if you aren't running any. It seems you can at least run client sided mods on a server as long as the server has installed the mod key. In short, I haven't yet found a way of ensuring players run a mod that's also running on the server, but you can at least restrict what mods players run on your server by restricting/limiting what mod keys you allow on your server. Share this post Link to post Share on other sites
jetfox 1 Posted April 11, 2015 Haven't used the equalModRequired = 0; personally But reading on it seems like it'd be onDifferentData = "kick (_this select 0)"; since mods require a signature and have a version this will kick anyone not using the same version... i think quote from wiki "data from valid signature, but different version than the one present on server detected" Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 11, 2015 Haven't used the equalModRequired = 0; personally But reading on it seems like it'd be onDifferentData = "kick (_this select 0)"; since mods require a signature and have a version this will kick anyone not using the same version... i think quote from wiki "data from valid signature, but different version than the one present on server detected" It seems practical that equalModRequired may have been superseded by the signature verification on order to allow players to join servers who haven't got to be tied into using the same addons as the server. Share this post Link to post Share on other sites
terox 316 Posted April 12, 2015 Equalmodrequired is outdated and no longer used. By hostingthe Dragonfyre Bikey in the server "Keys" folder you are defining it as being whitelisted for use by any clients connecting to your server. Those server admins that actually run Dragonfyre on the server, eg -mod=@Dragonfyre do not understand the principles of how to host a server for clientside mods. Servers dont run graphics and they dont play sounds Those who run Dragonfyre on their servers dont understand the concept of a clientside mod nor appreciate that Dragonfyre is a clientside sound pack, much in the same way that SOS is and the equivalent SFDX clientside mod Blastcore. Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 14, 2015 So if I'm running a milsim server it best for me to allow Blastcore and DragonFyre then? But if it's a public server being configured properly the addons won't show up in the expansions field, meaning players won't know if you've allowed the bikey. I guess the only way around this is to add it to the description. The only addons I use that require both client and server installation is Task Force Radio and ASR Ai. What other addons are a must for a milsim server? Authentic Gameplay Modification perhaps? Share this post Link to post Share on other sites
terox 316 Posted April 14, 2015 If your going down the addon path then for a coop server I would say TFR, RHS, Alive, CBA (AGM or the ACE mod which will be replacing it) Then at some point just ACE mod when it gets developed more From a clientside perspective, Shack Tac hud and ancilliary Shac tac addons Share this post Link to post Share on other sites
infiltrator_2k 29 Posted April 24, 2015 If your going down the addon path then for a coop server I would say TFR, RHS, Alive, CBA (AGM or the ACE mod which will be replacing it)Then at some point just ACE mod when it gets developed more From a clientside perspective, Shack Tac hud and ancilliary Shac tac addons I've been running TFR, RHS, Alive, CBA and the ACE 3 mod, but I'm struggling to find a decent RHS COOP mission to host. I've tried RHS Insurgency but my initial thoughts are that's it's boring searching buildings. What other decent RHS COOP missions are there? Share this post Link to post Share on other sites