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Hit_Sqd_Maximus

Server Kicking for signed addons

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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 by Hit_Sqd_Maximus

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For all addons?

Make sure to get the right pack for VOP.

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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

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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.

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Please post your server configs, execution line and other details.

How do you think people can help you otherwise?

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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

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bikey is only needed by the server.

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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 by Hit_Sqd_Maximus

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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).

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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.

2urox8l.jpg

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 ?

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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

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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.

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Ok. What happens if you move all keys, the bi.key as well?

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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 by Hit_Sqd_Maximus

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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. :)

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