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GuideZ

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Posts posted by GuideZ


  1. 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.


  2. 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


  3. 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!"


  4. 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";


  5. 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


  6. 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.


  7. 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.


  8. 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."


  9. 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];
    

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