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Thread: DAnti-Cheat System

  1. #121
    Any chance for someone to convert this to Arma2 so i can block addons from the server without using the Sign File system crap

    MattXR ( MxR )

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  2. #122

  3. #123
    Gunnery Sergeant Wolffy.au's Avatar
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    I did a quick search, does the code work fine on ARMA2?

    Is the Doctor planning to update DooACS for ARMA2?

    Any alternatives?

  4. #124
    As ACE2 clients seem to crash dedicated servers, this might be a handy tool for some admins to combat the problem.

  5. #125
    Quote Originally Posted by SBH_the bad guy View Post
    Dear Dolittle...

    You got a new enemy in your privat hacking war.. SBH.

    We are these guys, crashed all the arma server in the last few days... hehe

    why we do it? dont know, showing t*c that they suck.. and you that your script doesnt own...

    how it works? just one thing.. we DONT use addons for it


    Well happy scripting... n00b..

    Ow befor and we dont release our tools.. so dont worry.. you just see our member crashing your server... and guys, dont be sad...


    be nice or we continue our glorious work...


    time to kick ass and chew bubblegum....an' im all outta gum!
    It's true. There is a way to run scripts at any arma2 server. This method doesn't use any addons, doesn't use the merge config, and can't be detected using any methods.
    This loophole can be closed only by arma2 developers.
    Last edited by DenVdmj; Nov 23 2010 at 01:03.

  6. #126
    Can't? / won't? or .. have not yet?... i think its the last option. If you are certain some non-mission included scripts are accessed by a user "when he wants" it might also be possible to sniff out these commands with the use of a HE tripwire (yes HE stands for High-Explosive). What i mean to say is that it would be great if there is a method of double checking that a script should be run in the first place. If you make a little black book Battleye can help to filter out these scripts and preform a certain action when this happens. It wont be easy but what has to be done is a pre-load sequence that will tell Arma what scripts are going to be run in todays game. If any scripts are called upon at a later stage this must be seen as an intrusion and a action to stop this > mute player sound then ExecuteUserSlowly, by taking them to the dune-sea and feed it to jabbas pet.
    Example: Optimal would be a function like the "Windows user accounts" option where a sub-user or guest have limited to no access to these kind of functions in the first place. And of cource keep the back-door only for authorized personnel and add metal detectors there as well (yes safety first)

    As i and my crew are very annoyed by hackers any other method would be considered. Like the Wireshark Method introduced by Kochleffel
    Only this one eats away some resources, is more complicated on rented servers and takes some skill to use it correctly (if possible at all). This is in the end a much better and suitable solution then BIS offed: Password your server = NOGO (no gaming without MP for me)

    @Kju: What do you mean use the ACE /nonACE DS crash bug to your advantage?

    @DenVdmj: Could you shed some more light on the method used here? Is this done by the std. chatfunction?


  7. #127
    This is done using namespaces, a stack of windows and the fact that at the time of disconnection from the server, still have connection.

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