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GregRUS

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Posts posted by GregRUS


  1. EDIT: Just saw this piece of code

    Result = call compile "Arma2Net.Unmanaged" callExtension "mysql [open, MyDBServer, Arma2DB, ArmaDBUser, MyPaSsWoRd]"
    if ((Result select 0) == true) {
     hint("Connection successful");
    } 
    else {
     hint(formatText["Connection failed. Errorinformation:\n%1", Result select 1])
    }
    

    Is it possible to let us use a configuration file alongside the database plugin so we don't have to put our authentication data in plain text within a script? It'd be very easy for somebody to download a mission, dePBO it and get our database auth.

    Just load some variables with login/pass on serverside from external sqf...

    for example:

    Make serverVars.sqf and put it inside your arma2 server dir with vars in it like

    DBLogin = "username";
    DBPass = "password";

    Then on mission init

    if (isServer) then {
       _exFile = loadFile "serverVars.sqf";
       _compExFile = compile _exFile;
       call _compExFile;
    };

    BTW I'm not recommend you to use Arma2Net + MySql.

    Better way is to use jayarma2lib and arma2mysql (https://dev-heaven.net/projects/arma2-mysql).

    Or write some clipboard handle application.. and copy/paste data with builtin arma functions... thats very easy, allows you to transfer data size > than 4kb and much stable of course :)


  2. Didnt understand what you are trying to do...

    But instead if your loop you can do this:

    waitUntil {!alive player};

    Also you can add some small amount of sleep like:

    waitUntil {!alive player; sleep 0.1};

    Dont forget to execute this command in another thread or your script after this command will be frozen until player is dead.

    To execute in another thread:

    [] spawn { waitUntil {!alive player; sleep 0.1} };


  3. have a problems with v2 sign.

    Addons packed with cPBO and signed with DSUtils2 rejected by the server with wrong signature.

    Addons packed with BinPBO and signed with DSUtils2 are good.. but some of addons wont work after BinPBO repack (even without binarize) - for example "celle" island... it says about missing \ca\celle\celle.wrp when I start the server.. also there is no island visible even in editor...

    Also signs v2 for almost every old addons wont work without repacking with BinPBO

    Maybe I missed something?

    P.S. of course I placed .bikey file in arma2\keys directory.


  4. As I wrote in my post - "their BE initialisation is delayed"!

    So we dont have GUID or BE reported IP!

    The only thing is NETLOG with their IPs!

    This hacker took down 3 servers and admins of this servers reported the same!

    I looked at the forums of famous arma 2 hack site and saw topic named: "Battleye unbanner and disabler tutorial"!

    So! Hackers have about 1-2 minutes disabled BE before they got kicked with "BattlEye initialisation failed" message! And also they can use their modified PBOs to hack the server!

    Hacker named "Hendrik" had IPs in my netlog:

    84.140.180.27

    84.140.220.6

    etc...

    So I blocked IP range 84.140.*.*

    Yes I know - thats too agressive but I dont had another choice!

    Our [sUB7]OA/CO servers are popular and it looks like a great target for some dirty hackers...

    Also I wrote some serverside script that counts configpatches number and writes their numbers to log files... so thats a little solution to detect some "hack menus" in client action list!


  5. Some hackers are bypassing BattlEye init and "freeze" servers!

    Just look at this log (ID and config):

    22:06:27 Player Hendrik connected (id=9121412Hendrik).

    22:06:27 Hendrik uses modified config file - ?.??

    And battleye cant do anything... no GUID or IP in arma logs...

    So their BE initialisation is delayed and they have enough time to do anything with the server...

    So I used -netlog and blocked his ISP IP range...

    ArmA II Admins - be careful, this player took down 3 servers today (maybe even more)!!!

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