spjunior 10 Posted July 24, 2023 I have a question for my server in ofp cwa . I want to put a script to check high pingers with settings for maxping and time until kick . do you have make like this ? or you know is is easy to make it ? thx. Share this post Link to post Share on other sites
prototype1479 63 Posted July 27, 2023 maybe you can check bandwith but not ping man Share this post Link to post Share on other sites
dalber24 147 Posted July 28, 2023 On 7/24/2023 at 12:50 PM, spjunior said: I have a question for my server in ofp cwa . I want to put a script to check high pingers with settings for maxping and time until kick . do you have make like this ? or you know is is easy to make it ? thx. and in the server.cfg did you try to use these parameters? I don't know if they work in ofp cwa // TIMEOUTS disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds. maxDesync = 300; // Max desync value until server kick the user maxPing= 150; // Max ping value until server kick the user maxPacketLoss= 50; // Max packetloss value until server kick the user kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1) kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} }; votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin. Share this post Link to post Share on other sites
spjunior 10 Posted July 28, 2023 19 hours ago, prototype1479 said: maybe you can check bandwith but not ping man Thank you but havent problem my server with bandwidth, i want to kick automaticaly only very high pinkers. Share this post Link to post Share on other sites
spjunior 10 Posted July 28, 2023 4 hours ago, dalber24 said: and in the server.cfg did you try to use these parameters? I don't know if they work in ofp cwa // TIMEOUTS disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds. maxDesync = 300; // Max desync value until server kick the user maxPing= 150; // Max ping value until server kick the user maxPacketLoss= 50; // Max packetloss value until server kick the user kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1) kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} }; votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin. Thank you for that arguments but all of them work only in arma 3 , are ready internal scripts in arma3. Operation Flashpoint and cold war assault not have ready arguments and i need to found any variable in game to have the ping to make script or if have make anyone script for this to add in my server. Share this post Link to post Share on other sites
dalber24 147 Posted July 28, 2023 3 hours ago, spjunior said: Thank you for that arguments but all of them work only in arma 3 , are ready internal scripts in arma3. They are from Armed Assault and ArmA2, this is the template that I use for my server, I thought maybe it would be something inherited from CWA // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "Fun and Test Server"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "xyz"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "xyzxyz"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For {{arma1}} publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For {{arma2}} publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For {{arma2oa}} - deprecated since {{arma2oa}} version 1.63 logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Two empty lines above for increasing interval", "Welcome to our server", "", "", "We are looking for fun - Join us Now !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. filePatchingExceptions[] = {"123456789","987654321"}; // Whitelisted Steam IDs allowed to join with -filePatching enabled //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system //allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // TIMEOUTS disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds. maxDesync = 150; // Max desync value until server kick the user maxPing= 200; // Max ping value until server kick the user maxPacketLoss= 50; // Max packetloss value until server kick the user kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1) kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} }; votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin. // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) randomMissionOrder = true; // Randomly iterate through Missions list autoSelectMission = true; // Server auto selects next mission in cycle class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; // An empty whitelist means there is no restriction on what missions' available Share this post Link to post Share on other sites
krzychuzokecia 717 Posted July 29, 2023 15 hours ago, dalber24 said: I thought With all due respect - don't think, check the BIKI. If it would be as simple as just using the same server parameters as in A2, OP would have already done that, don't you think? Share this post Link to post Share on other sites
spjunior 10 Posted July 29, 2023 15 hours ago, dalber24 said: They are from Armed Assault and ArmA2, this is the template that I use for my server, I thought maybe it would be something inherited from CWA // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "Fun and Test Server"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "xyz"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "xyzxyz"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For {{arma1}} publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For {{arma2}} publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For {{arma2oa}} - deprecated since {{arma2oa}} version 1.63 logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Two empty lines above for increasing interval", "Welcome to our server", "", "", "We are looking for fun - Join us Now !", "http://www.example.com", "One more empty line below for increasing interval", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. filePatchingExceptions[] = {"123456789","987654321"}; // Whitelisted Steam IDs allowed to join with -filePatching enabled //requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system //allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs // TIMEOUTS disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds. maxDesync = 150; // Max desync value until server kick the user maxPing= 200; // Max ping value until server kick the user maxPacketLoss= 50; // Max packetloss value until server kick the user kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1) kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} }; votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin. // SCRIPTING ISSUES onUserConnected = ""; onUserDisconnected = ""; doubleIdDetected = ""; //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) randomMissionOrder = true; // Randomly iterate through Missions list autoSelectMission = true; // Server auto selects next mission in cycle class Missions {}; // An empty Missions class means there will be no mission rotation missionWhitelist[] = {}; // An empty whitelist means there is no restriction on what missions' available Thank you very match again , i put that arguments to my server.cfg but not work . That arguments works i thing only in after cwa games like arma armed assault , arma 2 - 3. Thank you . Share this post Link to post Share on other sites
hitman1987 69 Posted September 7, 2023 Isn't there a server config value about the ping treshold? Share this post Link to post Share on other sites