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169th_Ice

Require = Mod; or No Mods at all

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Hi, Im trying to set up my dedicated server to allow FROMZ Sound mod or no mod at all.

Could someone please write an idiots guide on how to do this ?

the server.cfg option of: "equalModRequired=1; // Require equal mod, ie either the exact same -mod=... parameter list

// or no mods at all" does not seem to work. I get "bad version if i try to join wthout the sound mod.

TIA

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">verifySignatures=1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on

equalModRequired=0; // If set to 1, player has to use exactly the same -mod= startup parameter as the server.

onUnsignedData = "kick (_this select 0);" // unsigned data detected

onHackedData = "ban (_this select 0)"; // tampering of the signature detected

onDifferentData=""; // data with a valid signature, but different version than the one present on server detected

taken from http://community.bistudio.com/wiki/server.cfg

You need the KEY of FROMZ Sound, the addon itself and

its bisign file on the server.

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We have done this. What we really need is to be able to say you can have this mod or no mods ONLY. That way if a player joins with a mod that we do not want to allow on our server then they are one kicked or two not even able to join.

So say I have FROMZ installed and running just fine. I then add some new mod that is not an approved mod for the server. I would either not be able to join the server or I would be kicked.

Just using the verify signatures does not accomplish this.

If we have equalmodrequired then people that do not have the mod can't join. We do not want to force users to use a mod if they do not wish to do so. So in short we want to run this mod and standard arma with no mods only.

Is there a way to do this with a script or server command?

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Just using the verify signatures does not accomplish this.

It should do it however.

So there must be a problem in your setup.

Maybe post your server config and double check what keys you

have in ArmA\keys on the server.

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sure, hope you find the problem.. thanks for taking an interest.

Quote[/b] ]//

// server.cfg

//

// comments are written with "//" in front of them.

// password      = "xxxxxx";    // password required to connect to server

passwordAdmin = "xxxxxx"; // password to protect admin access

hostname="    169th Panthers High Performance Server (100MB)";

motd[]=                                 // Welcome message ("message of the day")

{

    "Welcome to 100MB Panthers Server",     // It can be several lines, separated by

    "Teamspeak Available at: ts3.light-speed.com:9336",

    "Teamspeak Password: panthers",

    "Allowed Mods",

   // "ArmA Effects V1.0 by Maddmatt",

    "From'z FFAMM1.53p Sound Mod."                       // comma signs

};

motdInterval=0;           // If the MOTD has multiple lines, display them with this interval

                          // measured in seconds (default is 5 seconds).

//voteMissionPlayers=3;     // Require voting for missions when 3 players connect

//voteThreshold=0.33;       // when one third agrees, this is enough to confirm a vote

reportingIP="";           // This is a private server - no reporting (Use "armedass.master.gamespy.com"

                          // to report to the Gamespy master server list)

checkFiles[]={};          // List of files to check for identity

kickDuplicate=1;          // Do not allow duplicate player id's

equalModRequired=0;       // Require equal mod, ie either the exact same -mod=... parameter list

                          // or no mods at all

persistent=1; // keeps mission running even after all have exited

class Missions

{

   class WarFare    // name for the mission, can be anything

   {

       template = Warfare32V112[DNS].Sara;

       cadetMode = 0;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)

   };

   class 04AI_EVO_AIRLIFT_MHQ_ICED_01   // name for the mission, can be anything

   {

       template = 04AI-EVO-AIRLIFT-MHQ-ICED-01.Sara;

       cadetMode = 0;   // difficulty 0=veteran 1=cadet (not only AI, but radar, map etc)

   };

};

// some ArmA specific stuff - signature verification

//verifySignatures=1; // check signatures

//onHackedData = "ban (_this select 0)"; // tampering of the signature detected

//onUnsignedData = "kick (_this select 0);" // unsigned data detected

Shortcut for dedi: "E:\Vista Program Files\ArmA\arma_server.exe" -config=server.cfg  -profiles=E:\aaserver\Profile -mod=@FROMZ

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at the bottom of your server.cfg:

Quote[/b] ]//verifySignatures=1; // check signatures

//onHackedData = "ban (_this select 0)"; // tampering of the signature detected

//onUnsignedData = "kick (_this select 0);" // unsigned data detected

The signature verification can't work when you comment out its settings in the config file.

I'm not familiar with Fromz's FFAM, but isn't it just a sound replacement mod? If so, the addon itself is not required to be installed on the server machine, as there's noone playing locally on it, who could listen to the sounds. All you need to do in order to allow the clients to use it:

     - put the key file in the \Keys folder (already done)

     - enable the signature verification in the server config

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Got it sorted thanks!!

In revision:

No need for @mod folders in the server

Must have Keys for mod in keys folder

must have mod=@mod1;@mod2 in the shortcut path for the dedicated server

in config folder for server "equalModRequired=0;" (setting to 1 not required)

verifySignatures=1; // check signatures (make sure its active by removing the "//"

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hi i was following this thread quite easily until...

No need for @mod folders in the server

then...

must have mod=@mod1;@mod2 in the shortcut path for the dedicated server

can anyone confirm why to put this in shortcut path but it isnt on sever...thnx  icon_rolleyes.gif

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hi i was following this thread quite easily until...

No need for @mod folders in the server

then...

must have mod=@mod1;@mod2 in the shortcut path for the dedicated server

can anyone confirm why to put this in shortcut path but it isnt on sever...thnx  icon_rolleyes.gif

ignore it...mistake

You dont need to add all the mods that you want to allow in the server startup line. You put there only server-side addons you wish to run like Durgz vegetation fix etc..

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Hi.

My fist post smile_o.gif I like to run an dedicated server for test.

And i have Queen's Gamebit also.

So far i can see, it's gonna be a problem since QG is a MOD and required to be add in the startup line -mod=DBE1

And i need to enable:

equalModRequired=1; since i like to run Evolution v.3.0 for QG.

The problem is, when i like to use ArmaEffects and HiFiFX as allowed mods then i need to add those two mods to startup line too.

So that's mean everyone that like to join my server need ofcourse Queen's Gamebit but also ArmaEffects and HiFiFX since the server are running equalModRequired=1;

Is it another way to solve this, i mean mod Queen's Gamebit are OK, but i also like to let players choose if they like to use ArmaEffects or HiFiFX or not.

Thanks smile_o.gif

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There is another way to solve your problem:

- in the server.cfg:     <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">equalModRequired=0;

verifySignatures=1;

onHackedData = "ban (_this select 0)";

onUnsignedData = "kick (_this select 0)";

onDifferentData = "kick (_this select 0)";

regularCheck = "";   

- in the startup line:     -mod=DBE1

- Both client Mods (ArmAEffects and HiFiFX) are signed

  Download them, but dont install them on the server, just browse the archives for those three .bikey files:

        Maddmatt.bikey (ArmAEffects)

        SLX_XEH2.bikey (ExtendedEventhandlers, a little addon ArmAEffects (and many other Mods/Addons) relies on)

        HiFi_sounds.bikey (HiFiFX)

  Copy those 3 files into the  ..\ArmA\Keys  folder on your dedicated server

That's the way to do it in ArmA, in order to allow certain Mods.

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There is another way to solve your problem:

- in the server.cfg:     <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">equalModRequired=0;

verifySignatures=1;

onHackedData = "ban (_this select 0)";

onUnsignedData = "kick (_this select 0)";

onDifferentData = "kick (_this select 0)";

regularCheck = "";

   

- in the startup line:     -mod=DBE1

- Both client Mods (ArmAEffects and HiFiFX) are signed

  Download them, but dont install them on the server, just browse the archives for those three .bikey files:

        Maddmatt.bikey (ArmAEffects)

        SLX_XEH2.bikey (ExtendedEventhandlers, a little addon ArmAEffects (and many other Mods/Addons) relies on)

        HiFi_sounds.bikey (HiFiFX)

  Copy those 3 files into the  ..\ArmA\Keys  folder on your dedicated server

That's the way to do it in ArmA, in order to allow certain Mods.

Thanks you very much smile_o.gif

I'll give it a try wink_o.gif

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hi i was following this thread quite easily until...

No need for @mod folders in the server

then...

must have mod=@mod1;@mod2 in the shortcut path for the dedicated server

can anyone confirm why to put this in shortcut path but it isnt on sever...thnx  icon_rolleyes.gif

ignore it...mistake

You dont need to add all the mods that you want to allow in the server startup line. You put there only server-side addons you wish to run like Durgz vegetation fix etc..

Thanks for correction.

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