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nuxil

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Posts posted by nuxil


  1. I have seen this from time to time. and its rather damn annoying if you ask me.

    The times i seen this is when the server is under heavyload or massive desync, i do not know if this is the root of the problem or if its related tho..

    but it seems when this happend BE is not accepting packets or BE is not sending out a packet.

    So if the BE server is not reponding to the keep alive packet or other packet types, it will disconnect the Rcon client. "iirc the time is around 45 sec". or the client will disconnect itself and try to reconnect.. like Bec.

    I see the problem with this when using Bec. but there is sadly little i or any other Rcon devs can do about it.

    only solution i see is that bis fixes the netcode or change the way BE is implemented which i doubt will happen.


  2. @Steaker you can use the watchdog plugin. it will auto-reloade the file when its changed. so you do not need to restart Bec.

    @Islander I am sorry, but i am at a bit of a loss here. what i suggest you do now is make a clean install of Bec.

    remove all old instance of Bec, config files, xml files etc and build them up from scratch again.

    update/re-download all the plugins your are running aswell.


  3. This fix should indeed be done by Bis and not by community.

    Alonge with other wall glitches as example the old car trick:

    Park it close to a none enterable house with driver seat aligned with the wall, now Getout.

    Volla youre now inside the house, you now can see other players run around the house and you can just get out behind them and shoot them in the back of the head.

    This work for most houses, wall and other objects.


  4. Error Parsing Command file :

    __init__() takes exactly 2 arguments (1 given)

    Sorry for my late reply..

    1st thing you need to do it fix your command file.

    2nd. error i dont get,. there is too little info. are you running some plugins ?

    that error should not happend when you run Bec with no plugins.

    It could be that your download is corrupt ? did you verify the md5 or sha sum of the zip file you downloaded ?


  5. There are some script commands to set wind.

    setWind & setWindForce. but these commands are rather useless.

    Wind in arma has no effect on object. so i dont get the point in thouse commands. "unless they plan on improving them"

    It would be nice if wind would affect vehicles such as Planes, Helicopters and Boats.

    Example. have some crosswind when trying to land a plane, make boats drift at sea with wind, basic things that happens in real life.

    If they plan on improving the wind in arma3. I will be verry disappointed if they only make wind affect helicopters when the dlc hits the fans.


  6. Hello.

    Are you using Bec V 1.601 ?

    I dont know why !raf or !rcf dosent work for you.

    Make sure the <cmd> tag has loadadmins & loadcommands in it and that you are in the correct group.

    Altho i suggest you use the watchdog plugin instead. that plugin will auto reloade files when they get changes.

    !kid & !bid should normaly not be used, you need to know the BE id of the player when using this command,.

    Ie: !kid 3

    So to get the id of the players use: #BeClient Players

    You should avoid using !kid & !bid but rather use !kpl name or !bpl name if you can.

    Also as long as the text in <text> tag for kid & bid is in ascii [a-z, 0-9] it should give you your custom text.


  7. 1. Bec spoted that BE kicked player = baan.

    2. BE spoted somethink suspeciouse = kick player and check (cpecific procedure) what that was - sometimes baan but mostly not.

    3. This Bec, without anticheat engine, baan for hacking more peoples than BE, full professionall program with full anticheat proceduress

    1. Not necessary. it depends how Bec is configured, it can ban if you set it up to do that.

    2 & 3 As i said earlier, as a server admin you can configure Bec to (Ban on GameHack | Battleye hack), or not ban at all.

    You better get your facts strait. the are way more global bans than Bec bans. esp for A2

    ... Why do you think that Bec without anticheat engine can correctly baan more players for cheating than BE if BE can't confirm that this player are cheaters?

    Well. Bec only extend some actions done by anticheat BE

    I am confident that BE is good enough to detect tools used to cheat with.

    BE is so kind that it only kicks when you use cheat tools.

    Bec on the other hand can be setup to Ban on these kicks.

    What's a correct ban?

    Its up to the server owner(s) to decide what's a correct ban is on their own server.

    When BE detects example CheatEngine running on a client. it will Kick out the player with GameHack #38 or something.

    Luckily they can decide to put a autoban on players who uses CheatEngine when running Bec on the server.

    (Only god knows which mem area they had set ready to be altered to cause a mess before getting kicked out). :|

    Bec when setup to ban on (GH | BEH) It does not give the player a benefit of doubt,

    when you can be almost 100% certain that the kick was caused by a tool which can be used to modify game data.

    From an admins perspective of view you can put it like this:

    I can not be sure that your intentions was not to cheat when i see proof of cheat tools activated on the client when connecting to my server.

    Better safe than sorry.

    It seems like you don't understand this (or want to).

    1. Ban on (GameHack|Battleye Hack) is optional and has several settings.

    2. Bec Reporter is optional. has several options on bansys. ie. set bans inactive, set exception on bans. set exception on admins etc.

    I'm trying to achive to stop decreasing small popultion of Arma 3! More people in community more potential players/buyers more missions more fun.

    You decreasing also popularity of arma 3.

    I don't know why Bohemia isn't interesting about your activity jet (loosing lot of potential buyers).

    You telling that it's not global baan. Do you think it's big difference from global if most popular public servers have Bec ?

    Rest of your post have no logical connection to problem. Please consider boldered question I asked.

    By the way most of admins I asked (they are using Bec) doesn't know how Bec baan for cheating works.

    The solution to the problem isn't that hard!

    1. Stop using cheat tools when connecting online to servers using Bec (and in general).

    2. Or convince the server admins to change their Bec settings to not ban on GH|BEH.

    As of the admins who dose not know how banning works. they can always read the doc.

    I also feeling that this thread is stuck in a repeating loop the last few posts.

    If you need a more basic 101 on how Bec works i can explain it more deeply in pm.


  8. Oh my...

    What are you trying to achieve with your posts here ?

    You better start reading what i am writing over again..

    I said. luckily BE kicks people for using CheatEngine before they get the time to cheat....

    I never said it would give a Global ban for it. Again READ MY PREVOUSE POSTS...

    And listen to your self.

    Inncorect. BE kicks players who using "somethink suspecious" before they can use it at all.

    So isnt CheatEngine something suspicious? BE Kicks for it after all.. do you mean BE should allow people using CheatEngine Online ?

    Summarise - Only about hacking/cheating not other Bec functions.

    Bec don't have cheat detection, BE have full cheat detection and baan system after investigation.

    There will be situations when BE will not baan player (because investigated it) and Bec will do it.

    Bec have additional/more baans then professional program - conclusion sometimes Bec will baan innocents people.

    Primary question:

    Why do you think that Bec without anticheat engine can correctly baan any player if BE can't confirm that this player is a cheater?

    P.S.

    Bec can be setup to ban on both GameHack and Battleye Hack or none while BE does not ban. it only kick

    And what part of this dont you get.

    Its up to the server admins to deside how they want to handle their server. If they like to ban players for GameHack.. fine, so be it.

    GameHack kicks are 99% of the time caused by a suspicious program running on the client and BE kick them out of the server before they get the time to do harm.

    Its up to the server admins to deside if they like to ban for this reason..

    If you are running cheatengine and try to connect to our server. you will be banned and i dont care about you any more then.

    I dont want people running cheatengine connecting to my server. and as i said earlier same goes for other admins too.

    Its about getting rid of the cheaters mentality. we dont like people like that on our server.

    I see no good reason to run CheatEngine or other tools that can be used to cheat with online.

    Please stop crap talking because it have no connection to the problem especially that I have never been banned in any game.

    Yeah sure.. its always the Friend who gets banned, or it was the hamster walking over the keyboard pressing some weird keys that caused it.


  9. Conclusion if someone get communicate "...has been kicked by BattlEye: GameHack #38" doesn't mean that that player cheats, am I right?

    Luckily BE kicks players using CheatEngine before they get time to cheat.

    And read my post one more time...

    Optionally the Bec Documentation to. Because Server admins deside themself if they want to ban

    http://www.ibattle.org/install-and-configure/configure/#Misc

    [Misc]

    This Block is optional with 1 exception. In cases where you have renamed your exe file and need to use ServerExeName.

    Ban = int

    This parameter will define if you will ban people for GameHack, BattlEye Hack, Both or No banning at all

    You need to spesify the value in range 0 til 3

    0 = No ban will occure on GameHack or BattlEye Hacks

    1 = Will only ban on GameHacks

    2 = Will only ban BattlEye Hacks

    3 = Will ban both GameHack and BattlEye Hacks.

    So please stop from posting more here in this thread about this issue. unless you got setup issues or a bug to report that is about Bec.

    Its not my problem you got banned, or your friend when you where running CheatEngine.

    If it was me who added this ban i would not lift it. but that not my call. its the one who added you into the Bec banlist.


  10. Im not sure i understood your question correct.

    I was using BIS_fnc_addStackedEventhandler in my addon.

    This doesnt owerwrite anything afik. it will just add more event to the stack with your id.

    Where as onPlayerConnected not used with BIS_fnc_addStackedEventhandler can overwrite all onPlayerConnected if this is run after you have set the BIS_fnc_addStackedEventhandler[ ...

    So i didnt want to mess more with that.

    I am using another method now to get the work done.

    And so far it seems to work on all missions with unecessary code to readd|checks etc..


  11. Did that..

    Altho after speaking with some people it all boils down to "ab"use of onPlayerConnected in mission.

    Mission makers needs a slap in the face.

    If you are a mission maker for Arma3 and reading this.

    NEVER USE THIS IN YOUR MISSION.

    onPlayerConnected {[_id, _uid, _name] ......;};
    

    it wil break addon using onPlayerConnected.

    you need to adopt your code and use the BIS_fnc_addStackedEventhandler

    ["This_is_you_id", "onPlayerConnected", {[_id, _uid, _name] ...your code;}] call BIS_fnc_addStackedEventhandler;
    

    now i consider this issue resolved and time to move on to extended eventhandler...


  12. Hello all.

    Im trying to put together a server sided addon. however the addon only works on some of the mission, and some if fails.

    I need some help figuring out how to fix this issue.

    Im trying to make some sort of AntiTK addon that communicates with Bec, so one can do BE kick & BE Ban on players.

    This is setup in a settings file. anyway my dll file and Bec Plugin is working fine.

    Its the damn sqf files that are causing me headache.

    My Config.cpp

    class Bec
    {
       name = "Bec NamedPipe Client";
       dir = "@Bec";
       version = "0.1";
       author[] = {"Stian Mikalsen"};
       authorUrl = "http://www.ibattle.org"; 
       requiredAddons[] = {};
       requiredVersion = 1;
       units[] = {};
       weapons[] = {};
       hideName = "false";
       hidePicture = "true";
       //picture = "";
       actionName = "Website";
       action = "http://www.ibattle.org"; // URL
       description = "";
    };
    
    class CfgPatches {
       class Bec_main : Bec {};
    };
    
    class CfgMods {
       class Bec_mod : Bec {};
    };
    
    class CfgFunctions
    {
       class Bec
       {
           class main
           {
               //class startServer
               //{
               //    file = "\Bec\fn_init.sqf";
               //    postInit  = 1; 
               //};
               class init
               {
                   file="\Bec\fn_init.sqf";
                   preInit=1;
                   //postInit=1;
               };
    
               class onPlayerConnected
               {
                   file="\Bec\fn_onPlayerConnected.sqf";
                   preInit=1;
               };
    
               class onKilled
               {
                   file="\Bec\fn_onKilled.sqf";
               };
           };
       };
    };
    

    My fn_init.sqf

    private ["_version"];
    
    diag_log text format["fn_init.sqf started"];
    //waitUntil {(time > 1)};
    if (isServer) then 
    {
       _version = "BecNpc" callExtension "version";
       diag_log text format["BecNpc.dll Version: %1", _version];
    };
    
    //onPlayerConnected {[_id, _uid, _name] spawn BEC_fnc_onPlayerConnected;};
    ["BattleyeExtendedControls_id", "onPlayerConnected", {[_id, _uid, _name] spawn BEC_fnc_onPlayerConnected;}] call BIS_fnc_addStackedEventhandler;
    
    diag_log text format["Bec Addon - Adding OnPlayerConnected to BIS_fnc_addStackedEventhandler"];
    

    My fn_onPlayerConnect.sqf

    private ["_uid"];
    _uid = _this select 1;
    
    diag_log text format["fn_onPlayerConnected.sqf started"];
    
    
    {
       private ["_side", "_name", "_Bec_eh_mpki", "_Bec_eh_mpri"];
       if (isPlayer _x) then 
       {
           if ((getPlayerUID _x) == _uid) exitWith
           {
               _side = side group _x;
               _name = name _x;
    
               // get the index of current MPKilled event..
               _Bec_eh_mpki = _x addMPEventHandler ["MPKilled", {if (isServer) then {_this call BEC_fnc_onKilled}}];
    
               _x setvariable ["BattleyeExtendedControls", [_side, _name, _Bec_eh_mpki]];
    
               diag_log text format["OnPlayerConnected Executed on %2 : %1", _side, _name];
           };
       };
    
    } forEach playableUnits;
    
    /*
    ..to do...
    _check = [] spawn {
       diag_log text format["Running Bec EVH Check"];
       if (isServer) then 
       {
           if (isNil 'BecNpc_EVHC') then 
           {
               BecNpc_EVHC = true;
    
               while {BecNpc_EVHC} do 
               {
                   sleep(5);
                   {
                       private ["_side", "_name", "_Bec_eh_mpki","_Bec_eh_mpkit"];
                       if (isPlayer _x) then 
                       {
                           _side =  _x getvariable "BattleyeExtendedControls" select 0;
                           _name =  _x getvariable "BattleyeExtendedControls" select 1;    
                           _Bec_eh_mpki = _x getvariable "BattleyeExtendedControls" select 2;
                           _Bec_eh_mpkit = _x addMPEventHandler ["MPKilled", {true}];
    
                           // test if someone been messing around with the MPKilled eventhandlers..
                           if (((_Bec_eh_mpki + 1) <= _Bec_eh_mpkit)) then 
                           {
                               //ok ? since new events get +1 on index from what the previouse has ?...
                               true;
                           }
                           else
                           {
                               diag_log text format["Something removed the Bec MPKilled EVH"];
    
                               _Bec_eh_mpki = _x addMPEventHandler ["MPKilled", {if (isServer) then {_this call BEC_fnc_onKilled}}];
                               _x setvariable ["BattleyeExtendedControls", [_side, _name, _Bec_eh_mpki]];
                           };                
    
                       };
    
                   } forEach playableUnits;
               };
           };
       };
    };
    */
    

    My fn_onKilled

    private ["_victim", "_killer", "_side_victim", "_side_killer", "_name_victim", "_name_killer"];
    
    diag_log text format["fn_onKilled.sqf started"];
    
    _victim = _this select 0;
    _killer = _this select 1;
    _side_victim = _victim getvariable "BattleyeExtendedControls" select 0;
    _side_killer = _killer getvariable "BattleyeExtendedControls" select 0;
    _name_victim = _victim getvariable "BattleyeExtendedControls" select 1;
    _name_killer = _killer getvariable "BattleyeExtendedControls" select 1;
    
    diag_log text format["OnKilled Executed: Victim : %1 , Killer %2", _victim, _killer];
    
    if (isplayer _killer) then {
       diag_log text format["EH MPKILLED : PLAYER %1 : %2 KILLED BY PLAYER %3 : %4",_side_victim, _name_victim, _side_killer, _name_killer];
    }
    else
    {
       diag_log text format["EH MPKILLED : PLAYER %1 : %2 KILLED BY AI %3 : %4",_side_victim, _name_victim, side _killer, name _killer];
    };
    
    
    
    if ((_side_victim == _side_killer) && (isplayer _killer)) then 
    {
       "BecNpc" callExtension format["%1 ::: %2", _name_victim, _name_killer];;
    };
    

    Now when i test on my own simple mission and some other usermade it all works as it should.

    some others it will not work on example BeCTI and many more.

    i suspect that OnPlayerConnected gets overwritten somehow. because in my rpt log i can see this.

    or there is some issue with my playableUnits code.

    fn_init.sqf started

    BecNpc.dll Version: 0.1.0.0

    Bec Addon - Adding OnPlayerConnected to BIS_fnc_addStackedEventhandler

    fn_onPlayerConnected.sqf started

    when it should be writeing somethis along this lines.

    fn_init.sqf started

    BecNpc.dll Version: 0.1.0.0

    Bec Addon - Adding OnPlayerConnected to BIS_fnc_addStackedEventhandler

    fn_onPlayerConnected.sqf started

    OnPlayerConnected Executed on BitBrain : WEST

    ...

    so it seems that it only prints the diag_log text format but nothing else.

    Any advice on how to fix this ??


  13. I never been baaned but now I feel myself in danger because there is possiblity to be banned without beeing a cheater.

    Why do you feel your self in danger?

    You have nothing to worry about if your not using any cheat tools while playing arma on servers utilizing Bec + Reporter

    You haven't answeared my question ... and you don't want to read carefully one sentence.

    "If someone is banned and don't know which server banned him first who should that "banned guy" ask about baan reason and baan appeal?"

    Eventually you can answear - what that "banned player" should do next to figure out what happened?

    I choose not to answer that because... (now this may come of a bit blunt but ...)

    If he cant remember when and where he was banned by Bec. maybe its time to visit the doctor for a headcheck...

    How often do you get banned with reason GameHack XY or Battleye Hack XY ?

    And as of what he should do. simple, contact server owners. We can provide contact info if GUID is provided if absolutely necessary.

    1. Battleye will baan confirmed cheaters. That guy is not banned globally by BE that's mean BE don't see him as user of cheat engine, am I right?

    2. Do you think that your program knows better than BE who cheats or not? - BE means fully professional program, years of experince, tons of money spend for it ect. Your program use just a litle part of BE.

    1 * That correct. BE does not put a global ban #XYZ for CheatEngine, it kicks players using it.

    However. CheatEngine is used 99.9% of the time for cheating and i dont give a rats ass if you only use it in game X,Z,Y.

    In my opinion as with many other server admins is that, using tools like this means you have a cheaters mentality, and we dont want people like that on our server.

    If you absolutely need to use tools like this, make sure you close it before playing arma. You never know which server uses Bec + Reporting.

    2 * Better ? sorry you have misunderstood the purpose of Bec. its only used to extend actions done by BE.

    I never stated that Bec is better than BE, When in fact Bec will not work without BE.

    And Bec does not do any Cheatdetection by itself, its all done by BE.

    In my opinion idea of your program is good but not without bugs.

    For example there are no rules who contact when someone is banned,

    what exactly hacker done (cheating is not an aswear - everyone can sad that, if BE will baan telling only this it will never be official tool in games), ect.

    In real life when you made a crime you will be informed what you done , who you harmed ect.

    but here just punishment without information. Blind banning players is bad as cheating.

    I don't wanted offence you but honest players need to know what to do if they are banned by mistake or other reason.

    My intention is to help you make that programm more fair and more usefull.

    Please distinguish Bugs from lack of contact info or ways to reach server owners.

    Its clearly stated that you should contact the server where the ban happened on. (usually a quick google should give you their website)

    Once you get in contact with the admin and provide him the GUID he should be able to tell you why the ban was set.

    Ie. Battleye Hack #25 and decide to set it inactive if they choose to.

    Also If BE does false positive on detections. Bans happened during this period will be deleted.

    In real life admins decide them self who they want playing on their server and what tools to use.

    Usually its not a democracy on servers. communities|clans has to pay rent for servers.

    So they are in their full right to decide, what they want to run on their server and who they want playing on their server.

    Their server, their rules, they are not obligated to do anything about bans|kicks issues.

    They do as they feel fit on their own server that they pay for..

    When server admins are using the Bec Reporter they have the option to set the ban inactive or put an exception on the banned GUID through bansys.info

    I dont get offended. a little criticism is always good.

    Bec is not the perfect tool, there is no such this as a perfect tool.

    Finally,

    Bec is a tool for the community and no server is required to use it. "to my knowledge".

    If they use Bec they are also not obligated to use the "(game hack|battleye hack) Reporter" its fully optional.


  14. Sorry. i can not help you with this matter.

    Its entirely up to the admin on the server where this ban happend on to disable it or not.

    Or other admins to put an exception on his guid.

    He can still play on servers that does not use Bec + (Gamehack/Battleye hack) Reporting.

    Take this as a lesson and stop using cheat tools.. there are no excuse for using them.

    And there is no point in discussing this anymore here in this thread!

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