Hit_Sqd_Maximus 0 Posted December 13, 2009 (edited) Hi All, I'm helping set up a server and we are having a bit of an issue. When we put the keys for certain mods into the server's "Keys" directory and enable the signature check, the server will kick you with "allowed" addons just as if they were not signed at all. Just to confirm, client side mod/addons folder should have the pbo and the .bisign files for each addon. The server should have the .bikey file in the keys director of the server and have sigcheck set equal to 1 on the config? Does anyone have any insight on to why this is? I did a search and nothing really came up. Thanks, Max Edit: Please move to appropriate forum. =/ Edit: List of mods in list Vopsound_2.1 RH Helo Sounds War Tracers 1.2.7 TRSM Tracked Vehicles Sounds 1.0 War FX Particles 121.7 Edited December 13, 2009 by Hit_Sqd_Maximus Share this post Link to post Share on other sites
.kju 3245 Posted December 13, 2009 For all addons? Make sure to get the right pack for VOP. Share this post Link to post Share on other sites
cri74 10 Posted December 13, 2009 Yes you got it Hit Sqd. As kju says : Make sure you are on the same version as the server regarding mods. The server will check client to make sure there is a key that corresponds to the key on the server with the swich set to 1 in server.cfg. Forgive my spelling Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted December 13, 2009 That's the problem though. I installed the exact same keys on the server that I downloaded with the addons on my client machine. Edit: And yes, it's not just VOP that's giving the trouble. If I remove the addons from the mods folders, it won't let me connect with any one of those addons listed above even though the keys are on the server. Share this post Link to post Share on other sites
.kju 3245 Posted December 13, 2009 Please post your server configs, execution line and other details. How do you think people can help you otherwise? Share this post Link to post Share on other sites
-Mage- 10 Posted December 13, 2009 Hi Hit_sqd, before you start to change configs other important things, check the keys folder in the root Arma 2 folder has the .bikey, not just the server, you mentioned the client had the .bisigns and .pbos but make sure they have the .bikey good luck! Mage Share this post Link to post Share on other sites
.kju 3245 Posted December 13, 2009 bikey is only needed by the server. Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted December 14, 2009 (edited) Sorry, I should have done that in the first place. Here is the server's config. Content=Type: application/octet-stream // GLOBAL SETTINGS hostname="(omitted)"; // The name of the server that shall be displayed in the public server list password=""; // Password for joining, eg connecting to the server passwordAdmin="(omitted)"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' reportingIP="arma2pc.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers //reportingIP="armedass.master.gamespy.com"; //trying new reporting ip 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[]={ "", "", "(omitted)" }; motdInterval=5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[]={}; // Checks if these files are equal to the servers files. If one or more is not, player will be kicked from server. maxPlayers=50; // 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=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. // VOTING voteMissionPlayers=0; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold=1.5; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN=1; // If set to 1, Voice over Net will not be available vonCodecQuality=0; // Quality from 1 to 10 persistent=1; // If 1, missions still run on even after the last player disconnected. // SCRIPTING ISSUES onUserConnected=""; // self-explaining onUserDisconnected=""; doubleIdDetected=""; regularCheck=""; // some ArmA specific stuff - 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 BattlEye=1; //Server to use BattlEye system // MISSIONS CYCLE (see below) class Missions { class MP0 { template = aas50_BattleForKrasnostav.Chernarus; difficulty = "veteran"; }; class MP1 { template = aas50_ChernogorskConflict.Chernarus; difficulty = "veteran"; }; class MP2 { template = aas50_ElysianFields.Chernarus; difficulty = "veteran"; }; class MP3 { template = aas50S_V0_4_embassy_v1_01.Chernarus; difficulty = "veteran"; }; class MP4 { template = aas50_Nastrovje.Chernarus; difficulty = "veteran"; }; class MP5 { template = aas50_PobedaDam.Chernarus; difficulty = "veteran"; }; class MP6 { template = aas50_DubrovkaDisko.Chernarus; difficulty = "veteran"; }; class MP7 { template = aas50_StarryEyed.Chernarus; difficulty = "veteran"; }; class MP8 { template = aas50_TroubledWaters.Chernarus; difficulty = "veteran"; }; class MP9 { template = aas50_ZelenOfTroy.Chernarus; difficulty = "veteran"; }; class MP10 { template = aas50_CoastalCombat.Chernarus; difficulty = "veteran"; }; class MP11 { template = aas50_IslandFight.Chernarus; difficulty = "veteran"; }; class MP12 { template = aas50_UtesBrutes.utes; difficulty = "veteran"; }; class MP13 { template = aas50_InTheMist.Chernarus; difficulty = "veteran"; }; class MP14 { template = aas50_RedsLastStand.Chernarus; difficulty = "veteran"; }; }; Edited December 14, 2009 by Hit_Sqd_Maximus Share this post Link to post Share on other sites
.kju 3245 Posted December 14, 2009 Looks OK. Use that. onUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; onDifferentData = "kick (_this select 0)"; regularcheck = "{}"; Without addons you can connect and all the other settings work as desired? What is in your arma2\keys folder on the server (screenshot). Share this post Link to post Share on other sites
qwertz 10 Posted December 14, 2009 Without addons you can connect and all the other settings work as desired? What is in your arma2\keys folder on the server (screenshot). Let me answer that for Maximus: Yes, everything else works fine. Here's a screen of the key folder. I have heard that there were issues with the Vopsound 2.1 package, specifically that the package does not include the updated keys, and that using the 2.0 bikey would help - might this be the issue ? Share this post Link to post Share on other sites
.kju 3245 Posted December 14, 2009 aa.de and i think armaholic now too have a repack yet if any addon fails.. does it key you with bi addons only? maybe the server admins linked you to a wrong keys folder? never say never :) so try to (re)move all keys and see if you can connect and play with plain arma Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted December 15, 2009 It's not just vopsound. All the addons included in the list Qwertz provided do not work. I've tried different combinations of addons just to see if any one of them work with no luck. No matter which addons are used, the server will not recognize the keys. Plain arma works fine. Share this post Link to post Share on other sites
.kju 3245 Posted December 15, 2009 Ok. What happens if you move all keys, the bi.key as well? Share this post Link to post Share on other sites
Hit_Sqd_Maximus 0 Posted December 15, 2009 (edited) Ok, we got vopsound working using the old vop key (I think) as well as the TRSM sounds. You may now connect using it. However, the RH Heli sounds and War FX addons do not work which makes me think there is an error in the keys themselves from the addon creators. I think we may make our own keys for these addons and if someone wishes to use them they would have to use our signed files on the server. You mean remove all keys from the server KJU? I do not know. I will find out when I get a chance. Edited December 15, 2009 by Hit_Sqd_Maximus Share this post Link to post Share on other sites
.kju 3245 Posted December 15, 2009 That would prove if its the right keys folder. :P Of course it can easily happen that addon authors mess up the keys or sign files. :) Share this post Link to post Share on other sites