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XmarksTheScot

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Posts posted by XmarksTheScot


  1. From changelog in v1.47.1.

    When the --dsc switch is enabled, BEC will ignore all config values except the ones in the [bec] block, unless the IP is set to 127.0.0.1, meaning the BEC is running on the server.

    As far as i know this is done in case two or more BEC's are connected to the same server with different config values, witch would cause problems.

    If you run BEC remotely, it will mostly have logging capabilities. The best way is to get BEC installed on your server.

    Strange becuase it still seems to be using my badnames and badwords files ok


  2. I can now confirm the --dsc switch now means that this doesnt need to run on the server itself, i currently have it setup to login to a slotted rented server. so just AWESOME NESSS

    Cheers mate

    EDIT

    It appears the scheduler wont work.. all the other option block stuff seems fine, just cant get scheduler to work.

    which is weird as the same scheduler file seems to work fine on a server on teh same box, but if i run BEC and give it remote info in the IP and port and disable the PID check, it logs in fine and commands work and stuff, but it just wont run scheduler to "chat" with server.


  3. Ok so i tried your suggestion but no luck mate

    ---------- Post added at 01:27 ---------- Previous post was at 00:03 ----------

    ok so i realized that i had used the wrong variable name when i copied your example, but even correcting it didn't work so, i check my rpt file to find this

     Error in expression <;
    _texture = _this select 4;
    
    
    _tObject setObjectTexture [_tIndex, _texture];
    >
     Error position: <setObjectTexture [_tIndex, _texture];
    >
     Error Type String, expected Number

    So i unpbo'd the modules.pbo and loked into the MP folder to find all teh scripts it calls when you use MPF, and looked at teh setobjecttexture.sqf and it contained this

    scriptName "MP\data\scriptCommands\setObjectTexture.sqf";
    _caller = _this select 0;
    _target = _this select 1;
    _tObject = _this select 2;
    _tIndex = _this select 3;
    _texture = _this select 4;
    
    //textLogFormat ["MPF_ %1 setDir %2", _target, _dir];
    _tObject setObjectTexture [_tIndex, _texture];
    

    So i realsied that it was simply that you had put " " round the surface index :D

    so i placed this into my code

    [nil,nil,"per",rSETOBJECTTEXTURE,_plane,0,"texture\camoclan.paa"] call RE;

    AND......

    I works a treat. so we now have custom skined vehicles on our domination server and best of all it even executes the code on players when they join so skinned vehicles remain skinned for everyone all the time.

    So thanks mate your help made me at least rethink it a bit :P


  4. CBA aint an option as we run a public arma 2 free server and have no addons.

    ill try your code you quoted and see how it goes mate.

    i would ofc have to do it like so ?

    _plane = _planeName createVehicle (getMarkerPos _place);
    if (typeOf _plane in surface0array) then {
    _plane setObjectTexture [0,"texture\camoclan.paa"];
    [nil,nil,"per",rSETOBJECTTEXTURE,_veh,"0","texture\camoclan.paa"] call RE;
           };
    if (typeOf _plane in surface1array) then {
    _plane setObjectTexture [1,"texture\camoclan.paa"];
    [nil,nil,"per",rSETOBJECTTEXTURE,_veh,"1","texture\camoclan.paa"] call RE;
           };
    if (typeOf _plane in surface2array) then {
    _plane setObjectTexture [2,"texture\camoclan.paa"];
    [nil,nil,"per",rSETOBJECTTEXTURE,_veh,"2","texture\camoclan.paa"] call RE;
           };

    Yeah?


  5. Ok so i stumbled across the setobjecttexture command for vehicles and decided reskin all the vehicles in our domination server. so i placed the commands in the vehicles init in editor and also in the re-spawn script. OFC i then realized that its a local command. so i decided to try the remote execution using the MPF. and then i got stuck.

    So just to be clear i have made arrays of vehicles types of, which required different surfaces skined so my script checks the array and skins the correct surfaces with the correct skin.

    so heres my codes can some one please tell me how i pass the vehicle the script is working on to the remote executed code on the clients machines

    just to be clear i am trying to do this in 3 places, the x_vehrespawn2.sqf, x_helirespawn2.sqf, and our own clan vehicle creator script. so i have a few version of teh script to call dependant on where i call it but they all need to pass the vehicle its working on to a script so should all work same way.

    init.sqf

    //SOG reskining array
    surface0array = ["Ka52","Ka52Black","Su25_CDF","Su34","Mi24_D","BMP3","M1A1","M1A2_TUSK_MG","Mi17_Ins","Mi17_CDF","A10","T34","T72_Gue","T90","ZSU_INS","LAV25","2S6M_Tunguska","AAV","BMP2_CDF","BRDM2_ATGM_CDF","BRDM2_CDF","BTR90","HMMWV_Armored","HMMWV_M2","HMMWV_MK19","HMMWV_TOW","Offroad_DSHKM_Gue","Offroad_SPG9_Gue","UAZ_AGS30_INS","UAZ_MG_CDF","Ural_ZU23_CDF","ZSU_INS","MTVR","MtvrReammo","MtvrRefuel","MtvrRepair","HMMWV_Ambulance","Mi17_Civilian","HMMWV","LAV25_HQ"];
    surface1array = ["Ka52","Ka52Black","Su25_CDF","Su34","Mi24_D","BMP3","M1A1","M1A2_TUSK_MG","GAZ_Vodnik_HMG","T34","T72_Gue","T90","ZSU_INS","MTVR","MtvrReammo","MtvrRefuel","MtvrRepair"];
    surface2array = ["Mi17_Ins","Mi17_CDF","GAZ_Vodnik_HMG","LAV25","T34","T90","2S6M_Tunguska","Mi17_Civilian","LAV25_HQ"];
    surface3array = ["M1A2_TUSK_MG","MTVR","MtvrReammo","MtvrRefuel","MtvrRepair"];
    

    respawn / creator script

    _plane = _planeName createVehicle (getMarkerPos _place);
    [nil, nil, "per", rEXECVM, "SOG\vehskinc.sqf", _plane] call RE;
    if (typeOf _plane in surface0array) then {
    _plane setObjectTexture [0,"texture\camoclan.paa"];
    };
    if (typeOf _plane in surface1array) then {
    _plane setObjectTexture [1,"texture\camoclan.paa"];
    };
    if (typeOf _plane in surface2array) then {
    _plane setObjectTexture [2,"texture\camoclan.paa"];
    };

    called script

    _veh = _this select 1;
    
    if (typeOf _veh in surface0array) then {
    _veh setObjectTexture [0,"texture\camoclan.paa"];
    };
    if (typeOf _veh in surface1array) then {
    _veh setObjectTexture [1,"texture\camoclan.paa"];
    };
    if (typeOf _veh in surface2array) then {
    _veh setObjectTexture [2,"texture\camoclan.paa"];
    };
    
    

    Currently when a vehicle respawns / or is created it only shows skin to person creating it or when its a respawn, no1 as its local to server only :(

    And before i forget yes i placed a functions module in the editor and its domination 2.61 A2 only. Not that the domi is relevant but ...

    Anyway, anyone spot my mistake or am i doin something really stupid or is what im doin impossible or what?


  6. BE Server v1.156 in combination with the latest OA 1.62 ......

    Yet again new features that us Arma 2 only server managers have to cross fingers and hope that they finally get round to patching us to. Meanwhile we suffer constant hacking and script kiddies attacking our servers because BI make it SOOOOO easy just to DL a new copy of A2free with a brand spanking new GUID so they can carry on after you ban them.


  7. Hi there ladies and gents as you may doubt realize from the thread title im trying to gain some info on how to actually find out who hacked the server when looking over logs.

    Currently we run an Arma 2 server which ofc being 1.11 doesn't support the lovely new BE script.txt feature (get your finger out BI). So how then do i find out who hacked the server and what files should i be looking in.

    I currently have BEC running logging console and chat, and also have the server logfile specified in the config too.

    Any help would be appreciated as currently we just have to restart and hope that next time we can spot him and ban but with very little way of seeing who hacks the server even if your on at the time its hard goin.


  8. "Your Config file has not a valid format"

    In my Config.cfg I only have the connection info not commented out.

    #####################################################

    #[bec]

    Ip = xxx.xxx.xxx.xx

    Port = 2302

    BePath = C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\cfgdayz\BattlEye

    LogDir = c:\ServerTools\Bec\Log\BElog.log

    Admins = Admins.xml

    Commands = Commands.xml

    Any guidance is appreciated.

    Hey folks just thot id finally jump in on a thread here as it seems no1 has come back to him.

    Your LogDir is wrong mate, it shoudl just be the dir not the file as BEC creates the files with timestamps etc so just change it to

    LogDir = c:\ServerTools\Bec\Log

    and all your logs will be created in that folder.

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