Auss 208 Posted August 2, 2007 After wasting my time sending PM'S to BIS and forum admins here,I will ask the question. Can someone from BIS confirm that 10 digit ID keys are illegal? Share this post Link to post Share on other sites
Wildgoose 1 Posted August 2, 2007 yes its confirmed.... Quote[/b] ] (Wildgoose @ July 01 2007,14:51)Please could you confirm if 10 digit game Id's are pirated games? Reply.. Quote[/b] ]I confirm this (this does not necessary mean all Ids with less than 10 digits are valid, however I cannot provide you more information on this subject). Regards -------------- Ondrej Spanel, BIS Lead Programmer Share this post Link to post Share on other sites
Nutty_101 0 Posted August 2, 2007 Cool, lets go ban happy. laugh Share this post Link to post Share on other sites
Auss 208 Posted August 2, 2007 Thanks Wildgoose appreciate the quick reply.. By the way are you any relation to wildturkey?..lol (sorry couldnt help myself) Share this post Link to post Share on other sites
deady 0 Posted August 2, 2007 Where did Suma post this? If this info was made a bit more available we'd ban these guys until they bought the game, doing BIS a favour. Share this post Link to post Share on other sites
Junker 0 Posted August 2, 2007 be warned 12 digits have started to appear now. Share this post Link to post Share on other sites
guerilla -MCY- 0 Posted August 2, 2007 would it be alota work to implement some kind of barrier for 9+ digits in the server config ? Share this post Link to post Share on other sites
Wildgoose 1 Posted August 2, 2007 guerilla @ Aug. 02 2007,21:23)]would it be alota work to implement some kind of barrier for 9+ digits in the server config ? yep....confirmed also from same source, just need to sort out the correct method/syntax ie....something like this in server.cfg? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onUserConnected = ? _id > 999999999:"ban (_this select 0)"; Share this post Link to post Share on other sites
The_Captain 0 Posted August 2, 2007 That code could certainly be added to a mission for connecting pirates... The bananaphone room from Evo comes to mind. Share this post Link to post Share on other sites
Auss 208 Posted August 3, 2007 If this method for detecting and blocking 10 digit keys could be sorted that be a huge help. Share this post Link to post Share on other sites
Rogueci5 0 Posted August 3, 2007 For us laymen Thsi is a key thats on the CD? and is sent to the server when you join? And if so wont they just adapt thiers? to suit a 9 digit server as we are letting them all know in here. Should you guys be PMing all this? Sorry may be stupid questions, but I was interested Share this post Link to post Share on other sites
Wildgoose 1 Posted August 3, 2007 For us laymenThsi is a key thats on the CD? and is sent to the server when you join? And if so wont they just adapt thiers? to suit a 9 digit server as we are letting them all know in here. Should you guys be PMing all this? Sorry may be stupid questions, but I was interested Its your individual game ID, derived from certain values including your serial on installation I believe.(if you go into your game and edit your profile, its the numbers next to your game name) Anyway the actual code would not need to be placed in a mission, it would be placed in the server.cfg so anyone connecting to the server is automatically blocked if their ID is above the 9 digits. It appears that the illegal keygens develop an ID in the range above 9 digits, although with this we cannot prove all smaller ID's are legit. Most of the current idiots ruining others FUN, are using ID's in the ranges above 9 digits, this is because they can keep changing them to another 10+ digit ID with whatever illegal keygen they may be using. I dont wish to get into talking about the use of these illegal keygens, but thought it would be best to atleast explain the situation we find ourselves in. Anyway, someone with experience in the new serverside scripting wants to try and in this task can PM me here, or over at www.suicidesquad.co.uk and we can get started on the testing. Share this post Link to post Share on other sites
1436 1 Posted August 4, 2007 i think i have goten 12 people to buy the game already when i was admin on bda i would kick the 10+ers and thay come back why u ban me! id say go by the game. if i see em in one week =BAN then thay came back with a ligit id Try before you buy and if you are a scruge Ban! Share this post Link to post Share on other sites
deady 0 Posted August 15, 2007 When are BIS going to contact Gamespy and tell them to block all 10 11 and 12 digit ID keys? Even with signature checking ON, hackers still get around it and with the only ban ability being to ban by ID, these people are unstoppable. You already blacklist keys that were released with the some of the original pirate versions, why not 10 and 11 digit ones? Share this post Link to post Share on other sites
ANG3L 0 Posted August 15, 2007 guerilla @ Aug. 02 2007,21:23)]would it be alota work to implement some kind of barrier for 9+ digits in the server config ? yep....confirmed also from same source, just need to sort out the correct method/syntax ie....something like this in server.cfg? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onUserConnected = ? _id > 999999999:"ban (_this select 0)"; This would be good Share this post Link to post Share on other sites
deady 0 Posted August 15, 2007 Does that syntax work? After testing, that and other variations do not work. It seems you can't do any evaluation on the user ID when it connects. As I said in another thread, does onUserConnected even have any use when we can't evaluate it's parameters? Share this post Link to post Share on other sites
Wildgoose 1 Posted August 15, 2007 Does that syntax work?After testing, that and other variations do not work. It seems you can't do any evaluation on the user ID when it connects. As I said in another thread, does onUserConnected even have any use when we can't evaluate it's parameters? Same here, not found anything to work yet, but doesnt mean it wont at all! If you do a #userlist once someone is connecting the id is there for all to see, so maybe the "onuserconnected" does give that info?, just got to find how. Not to go too far offtopic but....Its quite nice that "EVO" takes a little while to join, as it gives admins a good few minutes(well I usually let them wait connecting for a while) to let them think they are joining with their 10+ digit Id's, and just as they get in game.....#exec ban......cant let them have all the fun Share this post Link to post Share on other sites
NeZz_DK 1 Posted August 15, 2007 cant we do something like this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onUserConnected="_tempId = _this select 0;if((_tempId < 1000000) || (_tempId > 999999999)) then {ban (_tempId);}"; EDIT: I have just played around with it and what we get in the "user id" is the id of the player slot, and not the unique identifier of the player, so we cant do anything as off yet. BIS please give us some more options in the server side scripting, enable us to get the information the player logged in as admin has access to. like the unique id, ping, and desync. that would add alot off funktionality to this enviroment. :-) Share this post Link to post Share on other sites