gc8 970 Posted July 3, 2018 Hi is it possible to receive custom data from a server in arma? like what htmlLoad command does but so that you can work with the html instead of simply displaying it. thx! Share this post Link to post Share on other sites
gokitty1199 225 Posted July 3, 2018 4 hours ago, gc8 said: Hi is it possible to receive custom data from a server in arma? like what htmlLoad command does but so that you can work with the html instead of simply displaying it. thx! how exactly do you want the player to receive the data? Share this post Link to post Share on other sites
tRiKy_ch 26 Posted July 4, 2018 as i know its not possible due to security reasons, the only files wich are "externally" accessible and readable are the userdata, the save profile or the squad.xml Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 (edited) 13 hours ago, gokitty1199 said: how exactly do you want the player to receive the data? Any way possible I guess :) Edit: like html for example Edited July 4, 2018 by gc8 Share this post Link to post Share on other sites
tRiKy_ch 26 Posted July 4, 2018 as i said there is no a real method to access external files, but if you tell us what you want to do will be better to find a possible workaround Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 16 minutes ago, tRiKy_ch said: as i said there is no a real method to access external files, but if you tell us what you want to do will be better to find a possible workaround Well I wanted to receive password from the server that is used to unlock the mission. Share this post Link to post Share on other sites
tRiKy_ch 26 Posted July 4, 2018 ok, you could use _password = call compile preprocessFileLineNumbers "\userconfig\myMission\Password.hpp"; then in your server arma_root_folder\userconfig\myMission\ put a file called Password.hpp with "yourpassword" Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 @tRiKy_ch thanks for that solution but the problem with this approach is that you have to have the password.hpp file on every server and it also means no one can play your mission alone unless they install password file too. That's why I wanted to receive the password from global server. Share this post Link to post Share on other sites
tRiKy_ch 26 Posted July 4, 2018 mmh ok, i don't think there is a solution to do that Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 I'm thinking that I could write dll addon the gets the PW but I don't know if steam addons allow dll to be downloaded with them? Or do dll's need to be manually installed? Share this post Link to post Share on other sites
Dedmen 2596 Posted July 4, 2018 42 minutes ago, gc8 said: but I don't know if steam addons allow dll to be downloaded with them Yes they do.. But you'd need a battleye whitelist. Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 11 minutes ago, Dedmen said: Yes they do.. But you'd need a battleye whitelist. How do I do that? Share this post Link to post Share on other sites
Dedmen 2596 Posted July 4, 2018 Ask Battleye support for it. Also you only need it if you play with battleye. But I'd just assume that you do. Because no sense in trying to protect anything with a password if you don't use battleye. 1 Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 1 minute ago, Dedmen said: Because no sense in trying to protect anything with a password if you don't use battleye. Not very familiar of what kind of protection the BE does. can you give an example of what could happen without BE? Share this post Link to post Share on other sites
tRiKy_ch 26 Posted July 4, 2018 47 minutes ago, gc8 said: Not very familiar of what kind of protection the BE does. can you give an example of what could happen without BE? users could load all dll's they want, in simple word they can use cheat or whatever they want Share this post Link to post Share on other sites
gc8 970 Posted July 4, 2018 2 minutes ago, tRiKy_ch said: users could load all dll's they want, in simple word they can use cheat or whatever they want Right. However I'm under impression that BE does not prevent all cheating... But I guess it's good to have. Share this post Link to post Share on other sites
tRiKy_ch 26 Posted July 4, 2018 you're right, BE on clinet-side prevent the "classic" cheating: dll's who inject code to the game like aimbot or wallhacks, that's the motive because if you want to load a dll with BE you need it to be whitelisted but arma have mods and if don't have control over it a user could load any mods he wants and that could bring to cheating (could you manage this via BE on the server but require a bit of work) 1 Share this post Link to post Share on other sites