-
Content Count
15 -
Joined
-
Last visited
-
Medals
Everything posted by Scouter
-
Yep, I came to that same conclusion. I shall put this on the DayZ forums. http://dayzmod.com/forum/index.php?/topic/142776-guid-changed-but-same-cd-key-pid/
-
I am having an issue that I am concerned about. I am an admin of a DayZ server that uses Battleye Extended Control. When I went to use a !kick command nothing happened. After a bit of troubleshooting, I found out that my current GUID did not match the one that was on the admins.xml file that was first written a few months ago. Therefore, my GUID has been changed. So, my question is: can a person's GUID be changed randomly or was my CD key stolen and swapped with another? I haven't been banned yet and I have not downloaded any unknown exe. I am lost and a little concerned.
-
So, assuming that a given CD key can only be active on one computer at a time, I do not have to worry about getting banned because of someone that is hacking with my Cd key?
-
I am the only one that uses this computer and I have only one copy of Arma2oa. Now... you say that Player IDs are bound to CD keys, my player ID has stayed the same for a few months (and likely longer.) I just verified my Game Cache or OA and my key is the same after doing so. It did say 3 files failed to verify, but I think those are unrelated.
-
Thanks, appreciate that. Just as a note, it has been 3 days since I found this out and I am not banned yet.
-
I have my new and old guid on hand, as well has the CD key listed on steam, which I assume is the one that came with my original purchase. What address in the registry has my current key? I checked "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\ArmA 2 OA" like a few instructions said, but the "KEY" listed is unfamiliar to me. It's hex value is not long enough to be a cd key and it is not long enough to my a guid. Another question: are Player IDs bound to CD keys? Because my Player ID has remained the same since the clearing of my clan's server database a few months back.
-
Cool to see you are roaming these forums as well, Note: I wouldn't consider this a DayZ thing as much as "an Arma thing that was discovered because of DayZ" I just reviewed all processes on my computer and cross-referenced them with all of my established connections with the "netstat -ano" in the command prompt. After doing this, I can assure there are no programs that are malicious nor are there unfamiliar programs that have established a connection to an outside source (like key loggers or rats). Also, the admin.xml had not been touched before I realized my current GUID and the older listed one did not match. With that, I am very certain my info was not altered in the file. As of my making this post, my current key/GUID as not been banned. So, is there even the slightest chance my GUID just changed because of Battleye or another legitimate thing? Update: Yesterday, I did a Norton virus scan and it turned up nothing. (My father actually had a rat and Norton was able to identify him having one, so if I did have one, Norton would have picked it up).
-
But the question still remains: how did my GUID change? Does it do that by itself or was someone able to change something on my computer?
-
Opfor attack each other on spawn
Scouter replied to Scouter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, so I remake the sqf, it is now: _grp = createGroup east; _dir = random 359; _pos5 = [(getMarkerPos "closeV" select 0)-10*sin(_dir),(getMarkerPos "closeV" select 1)-10*cos(_dir)]; _pos4 = getMarkerPos "close"; _posHome = getMarkerPos "my_airport"; _veh = createVehicle ["Pickup_PK_GUE", _pos5, [], 0, "NONE"]; sleep 0.5; "RUS_Soldier_GL" createUnit [_pos4, _grp,"newUnit = this; this moveInDriver _veh", 0.5, "corporal"]; "RUS_Soldier_GL" createUnit [_pos4, _grp,"newUnit = this; this moveInGunner _veh", 0.5, "corporal"]; _veh doMove _posHome; I spawn a technical then the men. They go the driver and gunner position. This solved the problem. They now come straight at me single file with no violence between them. -
Opfor attack each other on spawn
Scouter posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have made a small script that spawns OPFOR technicals at a marker using the "addAction" command. This works fine and dandy, but when I spawn more than one at a time, they just attack each other, killing gunners and drivers before they even get to their destination. I think that when I spawn them in quick succession, they damage each other, causing them to attack each other. I want my end result to have the entire OPFOR side friendly to each other, even if they accidentally damage each other. Here is the code for where I think the problem is: (I know these are not a lot of lines in each file, but I just getting into C) closeman3.sqf _grp = createGroup east; _dir = random 359; _pos5 = [(getMarkerPos "closeV" select 0)-10*sin(_dir),(getMarkerPos "closeV" select 1)-10*cos(_dir)]; _posHome = getMarkerPos "my_airport"; _veh = [_pos5, 270, "Pickup_PK_GUE", _grp] call BIS_fnc_spawnVehicle; _veh doMove _posHome; closeman3.sqf is initiated by this line of a different file: dangerclose addAction ["Spawn - Marauding Technical","badguys\closemen3.sqf"]; Note that I have about 10 .sqfs that look very similar to this. -
Checking for vehicles in a radius of a marker
Scouter posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, this is my first thread... Anyway, my overall goal is to make a laptop with the addAction command to spawn a vehicle at on a marker, which I have done successfully. However, if I were to spawn more than one vehicle and not move them, the vehicles will spawn in/on each other and that is bad... What I am looking for is some way to check a 5m radius of a marker and deny the spawning of the vehicle if something is already in the 5m radius. Here is what I have so far: createVehicle ["VWGolf", getMarkerPos "MARKcar", [], 0, "can_collide"]; I assume for doing this, I need an 'if' statement. (I am relativity new to coding/scripting so I am taking stabs in the dark here) _area1 = getMarkerPos "MARKcar" nearObjects 5; if (_area1 = false) then {hintSilent "Can't spawn vehicle,\nsomething is blocking it's spawn!"} else {createVehicle ["VWGolf", getMarkerPos "MARKcar", [], 0, "can_collide"]}; I guess the main problem is the condition of the 'if' statement. I tested the 'then' and 'else' with (!alive p2) as the condition and it worked... -
Checking for vehicles in a radius of a marker
Scouter replied to Scouter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, now, I am trying to have the spawned vehicle rotated to a direction other than 0. I looked at other codes and I did exactly what they did and it still doesn't work for me. I took a shot at it with the _dir variable. Everything else is working perfectly. _type = _this select 3; _dir = 205.55; _objects = []; _objects = (getMarkerPos "Mcar") nearObjects ["AllVehicles",5]; if (count _objects >=1) then { hintSilent "Can't spawn vehicle,\na vehicle is blocking it's spawn!"; } else { _veh = createVehicle [_type, getMarkerPos "Mcar", [], 0, "can_collide"]; }; _veh setdir _dir; Refering to this thread: http://forums.bistudio.com/showthread.php?127850-How-to-set-direction-of-spawned-vehicle -
Checking for vehicles in a radius of a marker
Scouter replied to Scouter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EDIT: I goofed, then found and fixed an error 2 minutes after posting this.. derp. (Can't delete it) -
Checking for vehicles in a radius of a marker
Scouter replied to Scouter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Excellent! Thanks. This is exactly what I need. I am actually learning from this. :) -
Checking for vehicles in a radius of a marker
Scouter replied to Scouter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for that really quick response. That looks like it is what I need, I will test it soon. Thanks. I am surprised I did not think of using 'count'. Another thing; I am going to have a lot of vehicles that can be spawned from the addAction laptop. Is there a way I can get a 'goto' type command so each individual addAction can find a different part of the sqf? (Like goto for MS-DOS ie: goto end -> :end)