GuideZ
Member-
Content Count
30 -
Joined
-
Last visited
-
Medals
Everything posted by GuideZ
-
Hello, I have the following scenario: Dedicated Server runs ModX, signed by KEY_B In the server's local KEYS folder, I have KEY_A.bikey and KEY_B.bikey User loads up ARMA 2 with ModX, but their version is signed by KEY_A User is able to connect to the server with no issues, is not kicked I am going to assume this happens because both BIKEY are in the servers local KEYS folder, so the "fix" would be to remove the unwanted BIKEY from the server and have the user download the correctly signed ModX. My question is: Is there a way to point a second instance of ARMA2OA_Server to a separate KEYS folder? That way, I can have a test server with one version of the code signed by KEY_A, and the non-test server signed by KEY_B. Users then would not be able to use the files interchangeably.
-
Awesome, thanks! I've been trying to find a more recent tutorial/guide.
-
I've created a new project in Visitor 3, following the Quick guide at http://www.armaholic.com/forums.php?m=posts&q=1576 As soon as I load up/connect-to Buldozer though, Buldozer crashes and I get a "ARMA 2 OA" has stopped working. Thoughts?
-
More or less officially supported at this link: http://dayzmod.com/forum/index.php?/topic/87083-whitelist-to-the-rescue/ Will update OP in a sec
-
From the creator who brought you DaRT Funded by Guidez We bring you: Whitelister ---------------------------------------------------------------------------------------------------- Are you tired of hackers getting into your server and messing with things? Do you wish there was an easier way to manage controlled access to your server INSTEAD of using a password? Well, now, there is! Or, ahem, will be. Whitelister v1.0 Features: - Autokick users attempting to connect to your server who are not on the whitelist - Specify a custom Kick message, telling users where to go to get whitelisted - Add and remove users without having to restart ANYTHING, even Whitelister - Whitelister filters users based on their BE GUID (see below) - Connection attempts logged to a log file, making it easier to locate a user's BE GUID - Settable interval to kick users if they have been removed from the whitelist but are already on the server BE GUID: According to Bohemia Interactive, the BE GUID is the most safe and secure form of user identification as "the BE GUID cannot be hacked/changed client-side, therefore the only way for a player to get unbanned is to buy a new game/cd-key. Since getting a users BE GUID is kind of a pain, the Whitelister log will log all user in-game names and associated BE GUIDs. All you need to do is ask your players to connect up to the server, after which you can correlate their in-game name to their BE GUID and whitelist the ID! Since the BE GUID is not tied to the profile name, the user can change their profile name at any time and still be whitelisted. ----------------------------------------------------------------------------------------------- Old Version Last Updated Version Source
-
Switching Firing Mode / Under-barrel
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did this stop working with a BETA release or something? It no longer works! this selectWeapon "M203Muzzle"; -
Switching Firing Mode / Under-barrel
GuideZ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Been looking all over google and the forums, and can't find this: How do I get my AI to switch their firing mode or to a under-barrel? For example, my AI guy has a M16A2 with a M203 grenade launcher. I removeAllWeapons, then add the M203 "magazine", then give him the gun, but he just says "out of ammo". Have no idea how to tell him to switch to his M203. -
Switching Firing Mode / Under-barrel
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Worked like a charm, thanks! It's for my little mini series I am doing, -
Switching Firing Mode / Under-barrel
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I actually just need him to select and fire the M203, don't really care WHERE he shoots it from. Is there a specific Class to call for the M203? Couldn't find it. -
Oh, gheesh, would have to ask the programmer. Don't think it can though, requires .NET and what not.
-
Is there any way to get a name to be automatically appended to a players name? For instance, I am part of clan "RatPack" on my server. When I join my server and in the global channel, I would like it to say "GeorgeSmith-Ratpack(Global): Hey guys!"
-
Append Name/Group/Clan to user
GuideZ replied to GuideZ's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's IF you are playing with the standard model I assume -
Append Name/Group/Clan to user
GuideZ replied to GuideZ's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It'd be cool if there was something to add like colored arm bands to characters, like this squad thing does with logos on vehicles. ---------- Post added at 12:37 ---------- Previous post was at 12:14 ---------- Mmm, Squad.xml seems to only work for some vehicles and such: Was hoping there would be something to actually alter the chat to not only have my name but something like, where george smith is my in-game name,: "GeorgeSmith-Admin: (Global) Hey guys!" -
Append Name/Group/Clan to user
GuideZ replied to GuideZ's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
/nerdgasm Thanks a ton! -
Ok, I'll admit I have no freaking clue what I am doing. The best response I have gotten to finding a user-whitelisting mod/addon was to "make one yourself". I pretty much suck at coding, and after hours of reading the wiki and forums posts and etc etc, this was the best I could come up with (which of course doesn't work). Please help! //whitelist onPlayerConnected "_allowedBool = false; playerID = _uid; playerName = _name"; whiteList = ["GUID_OF_USER_HERE_1","GUID_OF_USER_HERE_2"]; if (playerName == "__SERVER__") then {_allowedBool = true} else { for "_i" from 0 to (count whiteList)-1 do { currentWhite = whiteList select _i; if (currentWhite == playerID) exitWith {_allowedBool = true}; }; }; if (_allowed = false) serverCommand format["#kick %1", player];
-
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for letting me know! -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You my good sir, are the man! That worked! endMission worked! I love you. -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I asked the ARMA 2 Net regarding their Whitelist Plugin they had at one time, and the response was "Don't have anymore" and another "Go make it yourself". Sigh! At this point, I'll take anything that works. -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think I see what you mean now between listen/dedicated. Listen servers are ones I run just from my computer while in-game, and dedicated run with ARMA2OASERVER.exe, correct? If so, I am running the latter on a VPS, hence why I manually pack the files and just like that. The server and mission works and all, and I am sure that it's pulling the correct files (i've messed them up before), I was just curious as to where to place the code. So if this whitelist works (wishful thinking on my part at this point), I am not going to want to have to reload the mission/restart the server everytime a whitelist adjustment is made. Would I then do something like the below in the INIT and just place the code/file somewhere outside of the mission file? null[] = execVM "MyWhitelist.sqf"; -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool beans, thanks! I am going to assume it doesn't fully matter if I export as MPMission or Single player, does it? I've just been updating the INIT.SQF file manually and re-packing it with CPBO -
Looking for affordable server host
GuideZ replied to mr1337's topic in ARMA 2 & OA - Servers & Administration
I use VPS just dandy. I have the more expensive option from 1And1.com right now, but people could slide by with probably the mid or even low range option for ARMA 2, depending on what you are running. Whatever you do, don't go with there "First 3 months free!" option. If you do, your are stuck in a year agreement. If you go monthly payments right from the get go, I believe you can cancel and get a refund within the first three months. http://www.1and1.com/vps-hosting?__lf=Static&linkOrigin=&linkId=hd.subnav.virtualservers -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am pretty new to the whole "running your own server in ARMA 2" thing, XD. It's not as simple as running a Minecraft server (and I've had CraftBukkit before), but it's kinda cool that you have some granularity over what you can do. I'll try out that new bit to the code (again, assuming I need to put it all in the Init.sqf file of my MPMission?). I didn't know -ShowScriptErrors existed till you mentioned it, I will try it all out when I get back from the office. I hate day jobs. -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But I place that in the init.sqf file, correct? The mission is technically always running: User's connect and disconnect whenever they want. If they die they respawn, etc. Does that have an effect? Also, a bit confused: init.sqf is only run once when the first player joins or everytime a player joins and "reads" the mission? ---------- Post added at 11:49 ---------- Previous post was at 11:48 ---------- And extreme thanks to you sir for the help: I've been at this for days now :/ ---------- Post added at 13:24 ---------- Previous post was at 11:49 ---------- Yeps, that didn't work either. I think it's because how the rest of the mods on the server are run that "forceEnd" doesn't do anything. Too bad that "serverCommand" was altered that way: If something is removed that way, they should provide an alternative. -
Whitelisting in Init.sqf
GuideZ replied to GuideZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Because a password can be freely shared with others once given. I need total control of who can get in/out of the server. Gonna try out that code. Thanks! ---------- Post added at 11:03 ---------- Previous post was at 10:23 ---------- Hmm, that didn't seem to work. I tried it two ways: Method one: Put the code you mentioned into the init.sqf file. Packed PBO mission, still got into server. Method two: Added the following to init.sqf: null=[] execVM "whtlist.sqf"; Wasn't sure where to put the "whtlist.sqf" file, so I placed it all over the place. Still didn't kick me when I entered the server. :/ *edit* I think the code works dandy, it's just the actual "kick" portion doesn't work with "forceEnd". "forceEnd - Enforces mission termination. Can be used in an "END" trigger to force end conditions in the editor." -
Not whitelist/blacklist plugins: I want to whitelist players. Instead of having a password (that is freely shared), I want to be able to whitelist who can get into my server, and auto-kick people who are not whitelisted.