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Found 2 results

  1. Hi, I don't know much about scripting and have no idea about developing kind of stuff but i can say i am a good EDEN user. Both "PRESENT" and "NOT PRESENT" settings -i guess whole trigger thing- are not working on Dedicated Server at 1.62 Is it a known bug or something i miss? Because it is working at local. Any help would really be appreciated, thanks in advance. (FYI, Steam ARMA3 1.62.x also DEV user at 1.65.138056 )
  2. I need help with securing my server configuration. I had a public server configured on a Windows DS and running ZGM Master Altis. I logged on today and I played for a bit and then I was banned from my own server. I then found two bans in the bans.txt. But I had a strong password on the admin and voting was disabled. I am including my server configuration below, and I need someone to look this over and give me some help with securing my DS. I have stopped and restarted the server, but I have made it private from now on. I guess I need to learn from this experience. // // server.cfg // // STEAM steamport=2440; steamqueryport=2441; // GLOBAL SETTINGS hostname = "Tactical gaming Arma 3 server. | Wombat Servers"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "*************"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "ARMA 3 by Wombat Servers", "", "", "Like us on Facebook", "http://www.facebook.com/WombatServers", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES checkfiles[] = {}; // Outdated. maxPlayers = 8; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 0; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Causes heavy I/O, uncomment to disable feature - READ WARNING ABOVE - makes cheating possible! // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "ban (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected class Missions {}; Thank you. I hope someone more experienced with public servers can help me out.
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