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semipr0

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About semipr0

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  1. Ahh I don't have that, our server "admin" I.E. the guy who pays for it, has that info, I admin the server cause he doesn't know how. Technically I should have gotten our server but he got one first so I just agreed to handle the technical side of things. ---------- Post added at 15:33 ---------- Previous post was at 14:11 ---------- LOL actually the person that pays for the server can't even get this info. Its all stuff on support.dayzmod.com and our service host, Host Altitude, is the one that requested the instance ID's and thus has all that information, I guess as clients of a provider we don't have access to that part of administration. I'm tempted to just dump this host provider and set up on my own colocated blade server and request our own instance ID so we're more closely involved with the admins group, but til the mod has a green light for a linux distro, I really can't be bothered to set up a Win2K 2008 server on the racks simply for one game.
  2. Seems like we're going to need a FAQ in relation to what is legitmate and what isn't, though thats hardly a difference from scripts.log. Hard to tell whats going on in there unless its just blatantly obvious. ---------- Post added at 13:20 ---------- Previous post was at 12:27 ---------- Overall so far what I seem to be getting in createvehicle.log is people actually doing completely legitimate things and using completely legitimate items. Mostly seems to be logging backpacks and ghillie suits, with one Medbox entry that was a legitimate player accessing a medical supplies box in the Cherno med tents. Will keep watching but so far this isn't showing me anything illegitimate.
  3. I'm assuming since Dwarden just recently did all this up that this is actually functional on BE 1.62. Course the post says it is...so it must be. Just wondering cause I've got the text files in my working BE directory on my server but they haven't generated any logs yet. Course we're not all that busy atm either due to the extreme script disruption the server has seen over the last couple weeks so it might take me awhile to pick up anything for a log to be generated from.
  4. If you're dealing with a server admin that isn't legit then its obvious that they'll either not implement these two features or they'll simply ignore anything in them that pertains to their own activities. Would be nice if these were required files and the DayZ team could remotely pull their data if they suspect a server is not legit.
  5. A bunch of really frustrated ones. Be thankful DayZ is getting so much attention. It makes other great mods like Wasteland less apt to be constantly disrupted by script kids.
  6. Well this should make life slightly less painful, least in regards to parsing logs. Oddly after installing these files to my server, two regulars on my server respawned in Cherno and Elektro with no items, as if they'd died...but they had not. Trying to figure out why this would have occurred. ---------- Post added at 09:30 ---------- Previous post was at 08:50 ---------- My previous post doesn't seem related to this at all. Seems they didn't heed the five minute warning that the server was going down so I could install and load the files. Though why they got reset is confusing still.
  7. The GUID situation may be because we had reqSecureID off for a short period due to several members of our gaming community being unable to connect to the server from their home networks with other members of their household at the same time. I'll be flipping that back on and yes he probably did connect to a VPN after we banned the IP, but his GUID did change 4 times after the ban, but again that is likely our own fault.
  8. Late add here but I banned the same player 4 times last night and his GUID changed every time he connected to my server. I also banned his IP and he connected on a completely different class A block IP than the IP I banned. Seems to me that some of the hacks available are just bypassing BattlEye entirely and randomizing GUID's and IP's as well.
  9. Currently myself and two other home networks in my clan are unable to play Arma II OA or any associated mod if we attempt to log all the home user players on to the same server at the same time. If I am logged on to an Arma II or DayZ server, and my wife logs in to play with me, I am immediately disconnected, when she gets to the server lobby, my user name is no longer even in the player list, even though I am still in client watching myself time out. This is also happening to four other people in our clan that are playing Arma II OA and DayZ that share a public IP address from their ISP, and use home networking routers of several various types (Linksys/Netgear/D-Link). Only one player from each home network is able to access an internet server without causing problems. So of six people, we can only have three logged in on the same server, the other three can very easily play on another server, but we cannot all play together. We have been pouring over the scant amount of possible work arounds and fixes for this. We've all attempted to set up the Arma 2 ports via port forwarding, this has achieved no results. We've attempted launching Arma 2 AO with the launcher flag of -port 2303 on one of the computers in the house hold, and that has not worked to allow both home computers to connect to the same server. I've attempted disabling uPnP and many other suggestions and nothing seems to work. Even if I have the ports forwarded at our router, and assigned to specific IPv4 addresses on our router, so one IPv4 has 2302 - 2302 and the other has 2303 - 2303 specifically assigned to them as open ports, we cannot access the same server at the same time. We have absolutely no issues playing other games on the exact same home networking set up, without even specifically forwarding ports to ensure we can. So we're out of ideas on this end, and done just about everything Google can possibly suggest to try to play together, but it seems like Arma servers are demanding that each individual computer have its own individual public IP address, which is fine in the case of single users, but ridiculous if you consider that how many people on internet broad band are using some form of home networking.
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