Perhaps a PM to $able would have been sufficient? This'll be quoted on KentuckyFriedChicken's website in no time.Originally Posted by ([APS
Perhaps a PM to $able would have been sufficient? This'll be quoted on KentuckyFriedChicken's website in no time.Originally Posted by ([APS
My ARMA2 Movie Film: http://www.youtube.com/watch?v=dTw38KXsiyk (Base Attack 5!)
Well it's not as simple as it sounds. The game files and directories are locked during gameplay, so it's not as if *anyone* can just start moving files around while the game is running![]()
Ok one of our game admins made another test to replicate how they managed it to crash the server:
They bypass the signature-check and create hundreds of hundreds of units at once on the map and the server-ram will fill-up instantly and will completely lock forever.
But we have now a way to bypass this... its called DOACS....![]()
Its the only thing which can block that according to our tries... Still a shame we have to run like 3 independent protection ways or softwares to stop these fuckers.
Anyway hope Doolittle will update this system frequently to protect us from these fuckers.
I hope for Arma2 there will be a whole new concept incorporated by default. Valves system seems to be awesome i heard....
Regards, Christian
Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview
Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!
Could you please PM me the method?Originally Posted by (mr.g-c @ July 09 2008,17:56)
I am sorry for all that, but there is nothing BE can do about these scripts.
If Valve softwares included the scripting possibilities offered by ArmA for mission editing, then their current anti-cheat solution would be bypassed exactly like BE is bypassed currently.
Once again, there is no cheat-proof solution.
Report the exploit/cheat technique to the devs (in our case, PM Suma), they will get it fixed if possible, currently through a change in signature system most probably which is the module responsible for fighting this script injectors.
Or maybe the solution already exists and it is to use the regularCheck statement in the server configuration and to not bypass it like most of us do currently because of the potential disconnections that ensue.
So, maybe you could try to remove in your configuration file of the server this statement :
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">regularCheck="";[/QUOTE]or similar line that disable the kicks on failed mid game checks.
As well, if the technique is really what you describe, it is quite possible that a message is globalled when the regular check is performed and it stumbles on the hack .pbo file, something like "XXX is using wrong signature file for <insert_hack_pbo_name _here>", but the player is not kicked (because of the code above in the server's configuration), in which case admin can manually kick said player.
Whisper / Kalbuth / MrK
ex-OFrP member.
OFCRA lurker : OFCRA www
Planetside 2 / Tribes Ascend, member of Formido Clan
Glad you like DooACS. Makes me very happy..
Ranger School - Make your own mission in game! Full MP support (Old ver)
DooACS - Arma2 anti-cheat to protect your server, feared by cheaters
Considering the simplicity to cheat, yet not so simple to catch, from what I've been reading on these forums and with the 3 options to help stop or even slow them down... it seems up to standards.Originally Posted by (mr.g-c @ July 09 2008,17:56)
Even PunkBuster enabled games, will have PunBusterA & B services running on all clients. Then you can add other private server configs, additional cvars, md5tool checks ect ect.
Yet, cheaters are still every where.
Cya in theCrossHairsKill Zone!
Spoiler:
Is it possible (although very laborious for mission designers) to have a list of script filenames that are allowed to run? so the mission maker can list the scripts he has and only they will run successfully on that mission.
Maybe some sort of keysigning for each file so hacker cant name the script the same and run it?
I know its probably impossible but just throwing it out there to see if it will spark any idea's.
i wonder what's point to ressurect years old and unused thread
btw. sorry but Your suggestion would resolve nothing, i can instantly see 3 ways around
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