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clarkycal

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  1. Like
    clarkycal got a reaction from juandayz in Binocular Set Range Distance   
    Hi, let me fix your English!
    "Worth noting" change this to "Worth nothing"
    Kappa (I'm joking) 
  2. Like
    clarkycal reacted to juandayz in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    @Brody my friend.. i think extra_rc and deploy anything can be fully compatable...
    Deploy anything have his own.. ui_selectslot.sqf into overwrite folder..and extra_rc.hpp uses his own.. but if u merge this two..
    using the ui_selectslot,sqf from deployanything  must be work.
     
  3. Like
  4. Like
    clarkycal got a reaction from EditedSnowHD in (UPDATED 11-4-14)AI City Using Wicked AI/Mission system   
    Does this even work for 1.0.6? (or are you using 1.0.5.1)
  5. Like
    clarkycal reacted to salival in Binocular Set Range Distance   
  6. Like
    clarkycal got a reaction from salival in Binocular Set Range Distance   
    Woah, chill man 
  7. Like
    clarkycal got a reaction from salival in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    Good job, working fine on my test server 
  8. Like
    clarkycal got a reaction from salival in [Release] Wicked AI 2.2.0   
    Reinstall worked, weird how it didn't work the 1st time..
  9. Like
    clarkycal got a reaction from Moody in [RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config   
    its #52 which mean you add 1 line to it so it will be line 53 :D
    you line 53 is (the bit in blue is the bit you add i already done it for ya)
    7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'" !="KeyDown" !=""sion;BIS_fnc_advHint_hintHandlers = true;_display displayAddEventHandler["KeyDown"" 
     
    if ya need more help PM me (or even join me ts and have a chat 85.236.100.121:10727) and i will help tomorrow ima go to sleep as it is 3 in the morning :'D cya dude hope i helped :p
     
    -clarky
     
  10. Like
    clarkycal reacted to Glenn in All you need to know about BE Filters but were too lazy to Google   
    This is not my Guide!
     
    All credits goes to ebay over at opendayz.net and his original post: http://opendayz.net/threads/a-guide-to-battleye-filters.21066/  
    This is reposted here in part only – you need to check out the original post for the full guide.  
    I have chosen to post this in this way for a few reasons:
    ·         I am tired of people just posting “BE Files?” when they encounter Restriction kicks from putting in random scripts in their mission files.
    ·         I want to make sure that people learn how to do it and work on learning some basic skills in how to manage their own server – adjusting their filters when they put more stuff into the server seems to be lacking so far…
     
    A simple google search provides all the information you will ever need on the topic of BE filters.  (http://bit.ly/1DgDAAE) (http://lmgtfy.com/?q=Editing+BattleEye+filters+for+Arma+3)
     
    So without further details let me present:
     
    Ebay’s: A Guide to BattlEye Filters​
    I noticed a severe lack of information on BattlEye across Arma and DayZ modding communities. This guide will give an overview of BE filters, BEServer.cfg and automatic banning with BE.

    What they are:
    BE filters are an optional feature of BattlEye Anti-Cheat for Arma games. They provide some additional protection that is customizable by mod makers and server admins. Currently Bastian ($able) is the sole developer of BE for Arma. However, other Bohemia devs like Dwarden contribute ideas for him to implement. Dwarden also made the original filters for DayZ mod a few years ago.

    Mod developers usually provide filters with their server files. Below are links to current filters for popular DayZ mods:
     
    DayZ Epoch DayZ Mod 1.8.2 DayZ Overwatch Infistar also maintains filters for compatibility with his antihack here. Place the .txt files in your dedicated server config directory\BattlEye\ folder. If you are using a managed host this will usually be accessible through FTP.

    How they work:
    BE searches all scripts running on the client (scripts.txt) and specific command parameters (other filters) for the keywords provided in the filter .txt files. If a match is found it can take one of the following actions:

    1 = Log to .log file only
    2 = Log to console only
    3 = Log to both
    4 = Kick with no log
    5 = Kick and log to .log file only
    6 = Kick and log to console only
    7 = Kick and log to both

    Console refers to the window which opens when running the Arma server.exe. The console always shows all connects, disconnects and kicks. Its output is saved in a .txt file in the config directory if logFile option is set in server.cfg. It is also visible when connected over Rcon.

    Logging to .log is recommended because it creates separate .log files in the \BattlEye\ folder for each restriction type. This makes it much easier to review than one large console log file with all types mixed together.

    Logging to console is only useful if a live stream of BE logs is needed over Rcon. Beware it increases server resource usage, especially when streaming frequently written to logs. It also tends to flood Rcon and make connect, disconnect and kick messages difficult to read. For this reason logging to console is not advised unless your filters are configured to log very little. It should also be noted logging to both console and .log with logFile set in server.cfg is writing the same data to disk in two different files.

    Adding keywords:
    On a new line add the number followed by a single space and a keyword:
    5 keyword

    If a keyword contains spaces it must be enclosed in double quotes:
    5 "key word"

    If a keyword contains double quotes " they must be preceded by a \ like so:
    5 "key \"word\""

    If a keyword contains regex metacharacters ({}[]()^$.|*+? and \) they must also be preceded by a \ like so:
    5 "key \(word\)"

    Note: The one exception to this rule is scripts.txt. Currently it is the only filter that does not support regex. It will be added later according to Bastian. This means the only characters that need to be preceded with a \ in scripts.txt are double quotes " for now.

    Use keywords that catch multiple strings when possible. For example, say in createVehicle.txt you want to kick for spawning humvees. Instead of adding a keyword for each class name like this:
    5 HMMWV_DES_EP1
    5 HMMWV_M1035_DES_EP1
    5 HMMWV_Ambulance_DES_EP1
    ...

    It is more efficient to use a single keyword that covers all humvees:
    5 HMMWV_

    To catch everything use empty double quotes for the keyword "" or leave it blank:
    5 ""

    Adding exceptions (fixing unwanted kicks):
    On the same line add a single space after the keyword. Then add either != or ! with the exception:
    5 keyword !keywordException

    Exceptions follow the same rules as keywords. If an exception contains spaces it must be enclosed in double quotes:
    5 keyword !"keyword exception"

    If an exception contains double quotes " they must be preceded by a \ like so:
    5 "key word" !"key word \"exception\""

    If an exception contains regex metacharacters ({}[]()^$.|*+? and \) they must also be preceded by a \ like so:
    5 keyword !"keyword \(exception\)"

    Note: Again this regex rule does not apply to scripts.txt.


    The two options for exceptions are:
     
    != The parameter must exactly match the exception. In scripts.txt the entire statement the keyword is found in must exactly match the exception. ! The parameter must contain the exception. In scripts.txt the statement the keyword is found in must contain the exception. For example, if this is our createvehicle.txt filter:
    5 "HMMWV_" !"HMMWV_Ambulance"

    The code example below will not kick because the type parameter contains HMMWV_Ambulance which is an exception:
    createVehicle ["HMMWV_Ambulance_DES_EP1",getPosATL player,[],10,"NONE"];

    The code example below will kick because the parameter does not contain HMMWV_Ambulance:
    createVehicle ["HMMWV_DES_EP1",getPosATL player,[],10,"NONE];

    If we change our filter to use != like so:
    5 "HMMWV_" !="HMMWV_Ambulance"

    Now both of the above code examples will kick because the parameters are not exact matches to HMMWV_Ambulance. The below code example will not kick because it is an exact match:
    createVehicle ["HMMWV_Ambulance",getPosATL player,[],10,"NONE"];

    Exceptions work differently in scripts.txt as noted above. For example, if this is our filter in scripts.txt:
    5 keyword !=keywordException

    The code example below will kick because the exception is not an exact match to the statement:
    systemChat "keywordException";

    To fix we need to change the filter to include the entire statement as an exception:
    5 keyword !="systemChat \"keywordException\";"

    Now the above code example will not kick.

    Note: statements should be one line by convention in SQF, but they can span multiple lines. For example the statement below will work without error, but spans four lines:
    Code (Text):
    if (2 > 1) then
    {
        systemChat "keywordException"
    };
    Because there is no semicolon ; on the end of the systemChat line, the above code will still kick. To avoid this the script should be written so the systemChat line ends with a semicolon.

    Alternatively, the filter could be changed to use ! instead of != so the statement the keyword is found in must onlycontain the exception:
    5 keyword !keywordException
    Now both of the above code examples will not kick.

    In general exceptions should be written with != when ever possible. Using ! allows much more through the filter. There are some exceptions to this, such as the createvehicle.txt HMMWV_Ambulance example above. In that case it is more efficient to use a single ! exception to allow multiple class names, rather than multiple != exceptions. Many more fancy things can be done in filters that support regex. To learn more about regex check this out.

    Note: BE filters are not case sensitive, but they are sensitive to spaces and line breaks.

    Below is a walk through of each filter file in this format:
    filename.txt:
     
    [Filters] Which command(s) parameter(s) are searched for keywords [Kick] Suggested keywords to kick and log (5) [Log] Optional keywords to log (1). Opting to log extra keywords may provide more information for identifying cheaters and monitoring server activity. The trade off is larger logs to review, extra resource usage from searching for more keywords and more writes to disk. [Logs] Additional info the log file shows [Abuse] How the command(s) can be abused by cheaters (if no other prevention is in place)  
  11. Like
    clarkycal reacted to Sp4rkY in [PreRelease] Working AI-Mission System   
    Hi guys !
     
    I will finally present you a working AI-Mission System with working AI-Damage to every player which joins the first time.
    I´m not the creator of this system, its from my mate KiloSwiss ! All credits goes to KiloSwiss for his amazing power of working at this !!!
     
    Have fun to check this out and give response of any bugs ! :)
     
    And here it is:
    epoch_missions.zip
     
    Further instructions will come, i just want to give you this pretty christmas gift first ! :)
     
    cheers
     
  12. Like
    clarkycal reacted to Gr8 in [RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config   
    Welcome Messages
    Credit Style Messages When a player Spawns in
     

     

     
    Install Instructions:

    If not done already, create a blank init.sqf in your mission root.

    In your Init.sqf
    Add this line to the very bottom
    // Welcome Credits by Gr8 [] execVM "custom\welcome.sqf"; Make a Custom Folder in your mission file

    Make a file called Welcome.sqf in your Custom Folder

    Add this into your Welcome.sqf
    if(isDedicated) exitWith {}; _sizeTitle             = 0.55; // Font Size of the Title Messages _sizeSubText         = 0.45;  // Font Size of the SubTitle Messages _colorTitle         = "#0969ee"; // HTML Color Code of the Title Messages (must start with '#' ) _colorSubText         = "#1cee09"; // HTML Color Code of the SubTitle Messages (must start with '#' ) _alignTitle         = "left"; // Alignment of the Title Message (right or left) _alignSubText         = "right"; // Alignment of the SubTitle Message (right or left) _fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages _fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages _Delay                = 10; // Wait in seconds before the credits start after player IS ingame _FadeIn             = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role _IntroMusic            = true; // Welcome Intro Song During the credits (true or false) _posDefault         = [0.3,0.55,0.5]; // Defualt Positions of all Credits _title             = "Welcome Survivor"; _shorttext         = "Arma 3 Epoch By MyServer"; _posText        = [0.8,0.5,0.4]; _title2         = "Website"; _shorttext2     = "www.my-site.com"; _posText2        = [0.8,0.5,0.25]; _title3            = "Teamspeak 3"; _shorttext3     = "ts.my-site.com"; _posText3        = [0.8,0.5,0.25]; _title4         = "Donate"; _shorttext4     = "Support the server and Help it stay up"; _posText4        = [0.8,0.5,0.28]; _title5         = "Custom Scripts"; _shorttext5     = "Welcome Messages <br />AI Missions<br />Custom Traders<br /> "; _posText5        = [0.8,0.5,0.335]; _title6         = "Play Fair And Enjoy"; _shorttext6     = "Admins are Always Active"; _posText6        = [0.8,0.5,0.4]; /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ /*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\ /* /*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com] /*                                            VERSION:            2.1 /*                                            DATE:            21 December 2014 /* /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ _ms = []; for "_i" from 1 to 50 do {     _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };     _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };     _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };     if (!isNil _t or !isNil _s) then     {         _at = if (!isNil _t) then { call compile _t } else { "" };         _as = if (!isNil _s) then { call compile _s } else { "" };         _ap = if (!isNil _p) then { call compile _p } else { _posDefault };         _ms = _ms + [[_at,_as,_ap]];     } }; waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; sleep _Delay; if (_IntroMusic) then { playMusic "intro";}; player enableSimulation true; {     _t = _x select 0;     _s = _x select 1;     _pX = _x select 2 select 0;     _pY = _x select 2 select 1;     _pW = _x select 2 select 2;     _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];     _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];     _tm = round (count toArray (_t+_s) / 6 / 2) + 3;     [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;     sleep (_tm+_FadeIn+4); } forEach _ms;  Download this Intro Song and put it in your mission root.
     
    Note : You can always use your own music. Just make sure its in .ogg format
     
     
    In your Description.ext add this at the bottom:
    class cfgMusic{ class intro { name = "intro"; sound = {"IntroSong.ogg", db+1,1}; }; }; Modify Your BattlEye Filters
     
    Go to your Config folder (By Default called SC) / BattlEye and open Scripts.txt
     
     
    Then Then find the line 2 which looks like this:
    7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" and add following to the end of the line:
    "sleep (_onScreenTime) spawn bis_fnc_dynamictext;" Then in same file find line 21 which looks like this:
    7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\"" and add following to the end of the line (modify this if you need to):
    !="execVM \"\MPMissions\epoch.altis\scripts\welcome.sqf\"" CLICK HERE TO  SHOOT ME A LIKE
  13. Like
    clarkycal reacted to Scoo in Custom Loadouts for Admins and Regular Players   
    You have to add the right filter, here line 25 has to be changed in scripts.txt.
    Quite easy if you know what to do.
     

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