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Hammerballz

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Posts posted by Hammerballz


  1. After the Today´s Stable Branch Patch ( 0.58 ) I´m still having problems running multiple Server instances. Clients still can´t connect to my second Server. They seem to be stuck before the Mission Lobby and can´t chat. Is there anything else I need to know or am I doing something wrong ? I thought this was fixed!?


  2. Did you get this sorted out? I could send you the versions I have as well as the .bikey files

    No, Sadly not! It appears that the ACRE Mod uses some UO-Bisign, so I guess it´s using a United Operations.bikey aswell?

    I DO have acre.bikey and acre2.bikey already but it does not work out, since there are no bisigns for that :O

    It would be awesome if you could send me over the stuff! Is it working with verifySignatures=2 ?

    PM me the link please!


  3. looks like it should work... bad copy ?

    It´s a legal copy of ArmA 3 Alpha, if you do mean this.

    Does it maybe depent on if it´s signed for Stable Version or DEV ?

    ---------- Post added at 11:53 AM ---------- Previous post was at 11:05 AM ----------

    Small Update:

    It appears that CBA running alone does work with verifySignatures=2 ! Though when I add JayArmA3Lib, I get the same error again. It must be a problem within JayArmA3Lib and ACRE then..

    Maybe some other Admin with a running Sigcheck=2 ACRE Server can send me his working JayArmA3Lib and ACRE + Keys ?

    ---------- Post added at 01:01 PM ---------- Previous post was at 11:53 AM ----------

    Update 2:

    Fixed JayArma3Lib; Wrong bisigns in place... Added the ones from ArmA 2 ;-)

    Now ACRE is the only Mod that doesn´t want to work out. I did add the Bisigns from ArmA 2 and well, Server shows up green and it nearly worked!

    Only 2 Pbo´s have wrong signatures now:

    12:58:49 Player Hammer: Wrong signature for file D:\Software\Steam\steamapps\common\Arma 3\@ACRE\addons\acre_api.pbo

    12:58:49 Player Hammer: Wrong signature for file D:\Software\Steam\steamapps\common\Arma 3\@ACRE\addons\acre_arma2.pbo

    I´m not sure what else I can do now


  4. Okay it´s driving me nuts so I hope anyone can help me out with this:

    I am running a ArmA 3 Alpha Stable Branch Server 0.56 with verifySignatures=2 .

    Installed mods: UOCBA_A3 , JayArmA3Lib, ACRE

    Modline : [...] -mod=@UOCBA_A3;@JayArmA3Lib;@ACRE [...]

    All ".bikeys" have been extracted from the folders into the ArmA 3 root Key folder. Everything should be set up correctly.

    However, clients still can´t join the server with those listed Mods and they keep getting the "Files .../@ACRE/acre_api.pbo ,...etc are not signed or accepted by this Server. Install additional Keys or remove them blah blah nuclear misslebomb" Error Message!

    How come? I dont want to switch off verifySignatures on the Server!

    What I tested without success:

    1. Downloaded different CBA (beta 3) and several other Acre Packs which should work according to other Server Admins

    2. verifySignatures=1

    3. Tried CBA, ACRE alone

    Any more guesses? :confused:

    Thanks in Advance!

    Server.cfg:

    // JOINING RULES
    checkfiles[] = {};					// Outdated.
    maxPlayers = 40;					// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
    kickDuplicate = 0;					// 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 = 2;					// Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). 
    equalModRequired = 0;					// Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
    //requiredBuild = 12345					// Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
    
    
    // VOTING
    voteMissionPlayers = 1;					// Tells the server how many people must connect so that it displays the mission selection screen.
    voteThreshold = 1.00;					// 33% or more players need to vote for something, for example an admin or a new map, to become effective
    
    
    // INGAME SETTINGS
    disableVoN = 0;						// If set to 1, Voice over Net will not be available
    vonCodecQuality = 10;					// since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30
    persistent = 1;						// If 1, missions still run on even after the last player disconnected.
    timeStampFormat = "short";				// Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
    BattlEye = 0;                                           // Server to use BattlEye system
    hudGroupInfo = 0;                                       // Green Diamonds on Units
    
    // SCRIPTING ISSUES
    onUserConnected = "";					//
    onUserDisconnected = "";				//
    doubleIdDetected = "";					//
    //regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible!
    
    
    // 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
    


  5. https://www.youtube.com/watch?v=1orMXD_Ijbs

    To calm down...

    I trust in BIS Developers that they will optimize the Performance as much as they can. It´s a shame (it´s actually not) they did not finish those performance issues yet but hey... it´s an Alpha and they are working on. They are following strict Project Structure Plans to get everything ready. They won´t tell you anything as they don´t want to promise features / Improvements when they can´t actually realise them...

    Be Patient! ;)

    Let´s get back on Rails with this Topic instead of bitching.:cool:

    Best Regards,

    Hammer


  6. Just an heads up .. I am running everything correctly.. and I am still getting booted from my server when I use ACRE and verify sigs=2

    The signatures are not working...

    I have Everything launched correctly.. I have NO problems with jayarma3lib or st_acre_volume.. The ONLY mod keeping me from joining is ACRE.. so yea the keys, sigs for ACRE are broken.

    If you can join your server running ACRE, whilst using VerifySignatures=2. Please post up and if possible PM me I would like to get your files.. maybe the ones i downloaded are corrupted? I got them threw PWS while UO's repo was still unlocked..

    EDIT: I am adding mods to my server one at a time to see which ones keep me from entering due to bad keys/sigs.

    The first one is always CBA...

    With only @CBA_A3 I can connect to the server just fine.

    With only @UOCBA_A3. I cannot connect to the server.

    With @CBA_A3;@JayArmA3Lib. I cannot connect to the server.

    With @UOCBA_A3;@JayArmA3Lib. I cannot connect to the server

    With @UOCBA_A3;@JayArmA3Lib;@ACRE. I cannot connect...

    Using VerifySignatures=2 and command line is CUT and PASTED from the server's to the client, IE. they are running the Exact same mods.

    Testing other mods with VerifySignatures=2 yields positive results..

    @CBA_A3;@ASR_A3;@ASR_AI I can connect.

    @CBA_A3;@ASR_A3;@ASR_AI;@norrin_Rflocc I can connect.

    Same here. It appears that ACRE Jay and CBA won´t work on a verifySignature=2 Server. Using Stable Branch. Maybe that´s the cause?

    Or can anyone fix this??? Don´t want to set the verifySignature to 0!

    Thanks in Advance


  7. Several Games use such systems where you can actually move on a moving ship/vehicle what ever. Simpliest Example could be : Half L*fe. So I think this would be pretty awesome in ArmA 3 ! It will definitly open new ways for Players like HALO Jumping, like mentioned before Naval Warfare with Submarines, Carriers and Planes ^^


  8. Hey! We are running your mission and did a few edits.. (you´re still credited :P ) WE Love it! Thank you for that! :)

    We did face some Bugs with BTC Revive. Did you change anything lately in the 2.86 Version? Also your 'rearm' script was missing rearming Ammo for the Vehicles. Or was that intended?

    Best Regards,

    Hammer


  9. He hasn't updated it yet, BUT another user did and it's the last post on Tophe's thread:

    http://forums.bistudio.com/showthread.php?147890-Simple-Vehicle-Respawn-Script-Arma3&p=2383409&viewfull=1#post2383409

    Can confirm it works.

    Thank you! And I´ll put that in where? vehicle.sqf? Replace the whole script or just add it?

    I´m not into Scripting lol


  10. Hey there.

    Blame me , shame on me if a similar topic already exists! :p :confused:

    I have a question regarding vehicle Respawn. After the newest Stable Update reached our server, the mission broke the vehicle respawn (setvehicleinit) because that command got removed (Hacking issue last week)!

    Vehicles do not spawn anymore...

    Is there another way to get the Vehicle respawn running again /Fix?


  11. The second stage of restrictions to secure parts of MP have been added to Development branch.

    Scripted functions can be compiled using compileFinal, meaning the resulting variables can not be re-compiled, nilled or otherwise changed. Final state is carried over when copying the value or publishing it over the network. Our functions library is now compiled as final. We are working on methods to allow community function designers to be able to re-compile their work for debugging in selected areas of the game.

    The most well-known vulnerable script commands were removed entirely from the game. This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes :mad:). We don't use them ourselves.

    Pending how these changes work, we'll see about the logistics of making a default branch hotfix next week (not a matter of copy-paste!).

    That´s some fantastic news!

    Meanwhile, we´re still testing stuff

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