*EDIT*
Looks like there is a scripts.txt tailored to DayZ out there.Great work.
Last edited by IMF2000; Aug 14 2012 at 08:41.
I had to reinstall the beta, DayZ, and Hive with my host and it finally started rejecting the scripts.txt file, so I can agree that that file doesn't work. Problem is, it also rejects the old 08-08 update I was using previously, as well. Seems something else has changed with the syntax, or there's a bug.
That was the problem, I was working with a file provided by the DayZ team. http://imgur.com/ihdvS Just wasn't the right one, evidently. My co-admin found the real up-to-date file somewhere last night, I'll find out where when I talk to him this morning.
Can you answer my question from the other day please? Having trouble reconciling the restriction codes with the lines in the file - they don't usually add up when I try to compare them to what gets logged, so I imagine I'm counting lines wrong somehow.
Has anyone had issues with the new battleye features logging a bunch of items to the rpt file?
Trying to run JSRS sound mod with dayz & ace. (local server)
It kicks for script restriction 218 which code do i need to comment out in the scripts.txt file?
Help please?
I tried line 218 of the file but that's not it.
Did you skip all the already commented out lines in scripts.txt when you counted to 218? It probably only counts the lines that are active..? Can't you also just check in the logs what the matching string was when they get kicked? Just find that in the scripts.txt?
---------- Post added at 09:57 AM ---------- Previous post was at 09:45 AM ----------
Does script detection work with beserver.dll v 1.159 and the original server version 1.62.95251?[COLOR="Silver"]
Preed - Urban Life Community owner
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:
I even get them myself when I log into my own server as admin....!Code: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""
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?
![]()
Wrong thread.
Anyway, this has nothing to do with BE being bugged. Obviously certain code is executed for players joining your server, so maybe you are running another mod beside DayZ? If you check DayZ's remoteexec.txt, you can see that line 9 (5 "play") and line 15 (5 "init") are the offending entries here (they are contained in the logged code). Note that the restriction # is usually line number - 1. The kick for going to the admin interface is a trick implemented by the DayZ team to prevent cheaters from loading their scripts that way.