TeeCee
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The answer to my query has been provided by another admin here (Deady): set "voteThreshold=1.1" and this will disable admin voting (effectively 120% of all player votes required, impossible). Case closed.... now if I could burn up this thread.... Cheers, TeeCee
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I realise this, but that's not the point. I want to run a public open server, but when I go to bed I want my perpetual mission (domination in this case) to keep running without some insomniac/foreigner joining at 4am and voting the mission and all it's progress away. I just reviewed the commands sticky and web but still cannot see anyway of preventing free admin rights to admin-less / empty servers. So again, is this something everyone has tolerated to date and not been questioned before? Regards, TeeCee
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Well this could be embarrassing... Does "voteMissionPlayers=0" not prevent this? Is there any addition server.cfg controls I have foolishly missed to prevent self-admin voting? Or is it something everyone has to tolerate? Ta for the swift pointer, TeeCee.
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[EDIT - Panic not, no exploit - my stupidity - but instead a query about running public servers but denying free vote-able admin access 'out of hours'] [FINAL EDIT - Solution = set "voteThreshold=1.1" and this will disable all admin voting] Hi all, I am running a Windows-based beta 1.15 dedicated server with the ACE 1.04 addon. Today I remote-desktopped onto my server to discover the following little gem from the console: 13:12:41 Player XXXX connecting. 13:12:44 Player XXXX connected (id=YYYY). 13:13:03 Admin XXXX logged in. 13:13:08 Game restarted 13:13:08 Waiting for next game. 13:13:16 Player XXXX disconnected. 13:13:16 Admin XXXX logged out. In short, within 20 seconds of connecting, an unknown player to my server and 1 other colleague managed to login as admin and re-start the game (a long running Domination game, thanks). Is there a known exploit to gain admin access? Or is it just that I haven't locked down the server.cfg excessively as I should? For example, I dumped the signed/hacked sig checking last ngiht after the server repeatedly banned friends with crashes/connection-interruptions mid-game or upon connecting. However, I can't see that some modified PBO's would allow someone to gain admin access to the core server binary... Thoughts and feedback welcome, and watch your server for this unscrupulous individual. Regards, TeeCee
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Hi Ninja, thanks for dropping by. As you may be well aware, UK ArmA is still pretty fresh on the market. Jolt have only just got their free, dedicated servers up and with the somewhat iffy beta-release 1.05 dedicated server we've been going through various stability and setup testing. This has included trying out a large scale coop server and CTI - both of which were pretty ropey due to bugs, poor scripting, instability or extreme system resource usage resulting in a below-satisfiable experience for the endusers. What we have settled on for now are a series of smaller coop servers - which from our observations has more hope of actually promoting coop play and interaction. As you have noted there is really very few missions on there at present - but there ARE custom missions, and will be growing day by day. We aren't just going to throw any old coop mission on there though and are spending time choosing things that are suitable towards its target audience (smaller 8 player missions with appropriate respawns and file sizes) and have been verified to work with the current game version (plenty of broken mission scripts out there, mostly due to game patching altering things). However, we welcome feedback and input! As well as posting here (which we monitor), why not quickly pop onto arma.jolt.co.uk's forums and drop in some comments? We'd be glad to hear from you
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Just another to confirm the use of any boats in any co-op missions are causing crashes for the connecting clients (even with 1.02). This can be triggered by players entering boats, or an entire AI squad entering a boat. When hosting for multiple friends I wasn't sure if i was seeing a pattern whereby the last connecting player was the person to be dumped when a boat was triggered. However I cannot confirm this, but maybe worth investigating. Whilst on the subject of boats, editing my own mission has also highlighted the poor disembarking skills of the AI from boats to land (act like dimwits, tread water for ages and eventually lose their weapon, then eventually saunter out to their waypoint unarmed) which I know has been highlighted but I also hope will be steadily improved upon. Another glitch Im not sure has been reported or confirmed yet is the AI refuses to drive the boats at "Full" speed for me despite varying awareness modes and so forth in the editor. These 3 factors combined make for one annoying experience making a co-op mission based around a boat raid! Keep up the good work and look forward to the next patch (cross fingers crash free  )