Jump to content

quatermass

Member
  • Content Count

    7
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About quatermass

  • Rank
    Rookie
  1. Another tip: If BEServer.cfg in (for example) T:\Steam\steamapps\common\Arma 2 Operation Arrowhead\instance_11_Chernarus\BattlEye doesn't exist and you've started the Server. Then the build-in version of BattleEye that runs with the server can't find the BEServer.cfg and runs anyway. But you'll find you can't use any BECcon client to log in... If you then add BEServer.cfg to the folder, it still will not allow you to log in as BEC admin. You have to stop the Game server and restart it. Oh hum.... Quite why BEC can't see that BEServer.cfg isn't there at runtime and report it or when it does appear in that folder, just use that updated file, is beyond me.... :) Just something to watch out for when setting it all up!
  2. Sadly I have to agree with cm. Getting totally lost on the filters. Is there any recent documents available?
  3. I'm getting lots of these types in the createvehicles.log Am I correct these are hacks due to the Position being 0,0,0? Still getting people teleporting around the map with no way to detect them. Also hackers moving all the vehicles on mass to the beach.... Nothing in the log despite keeping up to date. Suggestions on keeping these horrible people out would be _very_ welcome. :)
  4. But you can't force Admins to use a protection system, it's just impossible! As they control/own the computer running the game they can do what they want, when they want to. Don't you understand that? :) I suggest a voting system rather like what eBay does. Votes from players go to a central system that list 'bad servers'. Then the Server gets a good/bad listing next to the server listing ping, etc. That way players vote for what they like and players choose to go to a server knowing what kind of reputation that server has...
  5. I 100% agree with Jedra. You can't stop a Server admin from switching off protection scripts if they want to do this. So don't use their system?
  6. Can I suggest that each BE file scripts.txt, remoteexec.txt, createvehicle.txt and bans.txt also have a counterpart named local_scripts.txt, etc.? This would allow me to edit the local_ file and not have to keep transferring my local bans, script blocks into the main files each time there is an update to the files when fetched from the web? :)
  7. Since updating to the latest scripts.txt/remoteexec.tat, etc. from dayz-community-banlist, I'm getting some weird things happening on log in to my own LAN DAYZ server. I've found quite a number of remoteexec.log type #8,#14, etc. kicks like: 29.08.2012 15:10:12: Psychosocial (xx.84.130.80:62917) xxfcf1673bccc6b44d0b865de5ce3c9e - #0 "mpi=[]execVM "playerinit.sqf"" 29.08.2012 15:10:12: Psychosocial (xx.84.130.80:62917) xxfcf1673bccc6b44d0b865de5ce3c9e - #8 "mpi=[]execVM "playerinit.sqf"" 29.08.2012 15:10:12: Psychosocial (xx.84.130.80:62917) xxfcf1673bccc6b44d0b865de5ce3c9e - #14 "mpi=[]execVM "playerinit.sqf"" I even get them myself when I log into my own server as admin....! First I got a kick from BE Scripts for : "openDSInterface;", because I logged in as Admin! Then second time I logged in, it didn't kick me when I logged in as Admin (!). But a few mins later I got a remoteexec kick for line #8: 5 "set" (Is there ANY documentation on what these lines are suppose to protect against?) The 3rd time I logged in, a min later, I didn't get kicked at all! So what is up with BEC? BEC claims it is up to date, so does BE. Also is there a way for BE to re-load the scripts.txt, remoteexe, etc. without me having to restart the server? :confused:
×