brit~XR 0 Posted December 23, 2007 Ok im thinking of puting this on my server and know how to turn it on. I just wanna know how do i go about allowing centain mods onto server that people use when i have this enabled on server? I tryed this on server awhile ago but everyone with mods couldnt connect so server never filled up. I used this set up persistent=1; //Anti Cheat //Cheat detection verifySignatures=1; //Signature Verification 1On/0Off checks all users game data/key files No mods allowed unless server has key file RegularCheck="{}"; //ReChecks all users data/key files while they are active on server, (nulled action due to known timeout bug). checkfile=0; //0=default 1=Deep Scan/Slow Check depth onHackedData="kick (_this select 0)"; //auto ban hacked addons / Changed action Kick should suffice onDifferentData="kick (_this select 0)"; If anyone could let me know it would really help Thanks Share this post Link to post Share on other sites
brit~XR 0 Posted December 23, 2007 Ah damn i posted this topic in wrong place... 2many beers sorry Share this post Link to post Share on other sites
Mr Groch 0 Posted December 23, 2007 Use this settings: verifySignatures = 1; RegularCheck = "{}" onHackedData = "kick (_this select 0)"; onDifferentData = "{}" onUnsignedData = "kick (_this select 0)"; It will be working fine, without 1.08 timeout and Queens Gambit addons bugs. In 1.09 I think that you can use: onDifferentData = "kick (_this select 0)"; I really advice you to not create any custom signatures for unsigned addons, becouse we will have stupid situation, that on each server, players will need other signatures Use bikey files published by addonmakers, and our bikey file. This bikey is used already on few servers, we are signing addons that are default not signed by their authors and they aren't disturbing other players on the server (list of self-signed addons by our key is not closed - we are open for propositions): http://www.1stcav.pl/ftp/arma/keys/ You can also use xam.bikey key if U want to allow XAM1.4 EN. Regards Share this post Link to post Share on other sites
brit~XR 0 Posted December 24, 2007 Ok but im still confused on how to set server using verifySignatures to allow mods. Say i enable verifySignatures = 1; that means all users with mods cant connect to server right? Which i see as bad because it mite stop cheaters but it stops guys who using mods like @FDFsounds and instead of turning them off they will just find another server to play on and server wont fill up much. So i wanna know how to allow centain mods that can be used on server. Does each mod come with a bikey and you put that key in the servers keys folder? Share this post Link to post Share on other sites
Mr Groch 0 Posted December 24, 2007 I have answered to that in my previous post Each addon (pbo file) requires .bisign file. This bisign file is like certificate for one file. bisign files are created by private keys (addonmakers should generate it). And there is also public key (for servers), that is connected with that private key. for example: If we have xxx.bikey file on server and player want use addon.pbo file, he need addon.pbo.xxx.bisign file (look ath the standard ArmA addons folder - all BIS files have their .bi.bisign files, and bi.bikey in \key folder) Perfect situation look like this: one bikey file on the server, for each allowed mod (not file!, whole mod folder) But not all addonmakers are signing they addons, so we have bad situation, that we need to self create signatures for that file... And that, why we have made that signatures for popular mods, not signed by their authors... Look at my fisrt post again, and there you can find our solution for that problem (I mean - not signed addons by they authors).... Share this post Link to post Share on other sites
brit~XR 0 Posted December 24, 2007 Ok now i understand. Thanks Share this post Link to post Share on other sites