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10 Digit Id Keys

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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?

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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

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Thanks Wildgoose appreciate the quick reply.. By the way are you any relation to wildturkey?..lol (sorry couldnt help myself)

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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.

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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)";

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That code could certainly be added to a mission for connecting pirates... smile_o.gif

The bananaphone room from Evo comes to mind. biggrin_o.gif

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If this method for detecting and blocking 10 digit keys could be sorted that be a huge help.

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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 thumbs-up.gif

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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 thumbs-up.gif

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 help.gif in this task can PM me here, or over at www.suicidesquad.co.uk and we can get started on the testing.

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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 smile_o.gif

Try before you buy xmas_o.gif and if you are a scruge Ban!

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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?

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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

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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?

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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) whistle.gif 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

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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. :-)

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