Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


ebayShopper last won the day on October 15

ebayShopper had the most liked content!


About ebayShopper

  • Rank
    Epoch Contributor

Contact Methods

  • Website URL

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

2557 profile views
  1. Pointless Freeze

    As shown in icomrade's link, the Left Shift and Num Pad Minus (-) combination is a hardcoded engine bind in A2 that can not be changed. The "Arma Cheats" functionality can not be disabled either. It enables players to type in commands which exit the mission or cap their FPS. These are abused for duping, combat logging and breaking scripts which can not handle low FPS. Similar to the VON block, we have to weigh the advantage of blocking versus the inconvenience it causes players. The number of people who use LeftShift and NumPad Minus for toggling walking and zooming out at the same time is probably pretty small. These checks can both be modified or disabled if the admin thinks the inconvenience outweighs the benefits.
  2. Epoch Bugs

    1. We are aware of zombies running the wrong direction when targeting vehicles. There have been updates to zombie_agent.fsm which should improve this for Epoch and vanilla 1.9. 2. This is a limitation with blocking VOIP in A2. A2 does not have the ability to keep a chat channel enabled and only disable VOIP in it like A3 has. A2 also has limited scripting commands to accurately detect keybinds which use combination keys. We only have actionKeys and inputAction commands, so we have to treat a single press of the key the same as a double tap of it. Server admins can easily disable the check by overwriting dze_filterCheats in compiles.sqf. You can speak while the chat box is open by double tapping your VON bind to lock VON on. You can test this on a server with no blocks to see for yourself. By default this is done by double tapping caps lock. Unfortunately, we have to treat a single tap the same as a double tap due to A2 limitations with combination bind detection. The check can be modified to remove that part, but it won't work as reliably in all cases. Currently it attempts to cover talking in VON in all of the below cases: Regular Holding down/Lock while changing channels with ., Holding down/Lock while changing channels with Up/Down With Dialog open Combination bind MouseButton bind https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/player_filterCheats.sqf EDIT: I agree players should be able to single tap caps lock while the chat box is open if it is not their lock VON bind. I will check if this is feasible without compromising the check too much.
  3. Override exploit?

    PreprocessFile is not meant to be used with binary files. It could show a difference for any number of reasons, like a non standard game directory, OS, permissions, etc. It is most likely a false positive. Cheaters would gain little or nothing from changing sound or image files in the mission anyway.
  4. Override exploit?

    The current mission check in dayz_server does not work for binary files, so you should not add things like pictures and sound files to your list.
  5. Hacker in my server

    @_Lance_ Player names should not be sent in public variables as plain text, because they can contain arbitrary text, including special characters like {([+])} etc. which will trigger the corresponding filters in publicvariableval.txt. In the default vanilla and Epoch files we do not send any player names as plain text anymore. We use toArray to convert the player name to a string of numbers first before sending it, and then toString to convert it back on the server. He is already doing that with the rest of the message, it should be done with the player name too.
  6. BE Filters

    This !"execVM "\\ca\\Data\\" Should be !"execVM \"\\ca\\Data\\"
  7. Indestructible buildings for militarized servers?

    The HandleDamage EH effects are local, and built in map objects are local for each client. It needs to be added on all clients and the server, so that's why doing it in server_monitor.sqf doesn't work. https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage
  8. Recent server crashes/hacks

    BattlEye has been made aware of the cheat in question, but more people contacting them about it should hopefully make them prioritize it. The method it uses to crash servers is a bug in the chat radio commands. Executing these commands with a bad file name starting with # causes an instant crash in A2OA. To prevent sending them in a PV, which may later be compiled and remote executed, you should add these filters: https://github.com/EpochModTeam/DayZ-Epoch/commit/db0ef1b7441afdc244314a8d30e1fef2b5a483e5
  9. Arma2 OA Beta Branch

    You are correct. I just checked. Using beta branch does not change the build number in the productVersion return. This works to detect it though: if (getText (configFile >> "CfgWeapons" >> "DMR" >> "weaponInfoType") == "RscWeaponZeroing") exitWith { };
  10. Arma2 OA Beta Branch

  11. Humanity difference while in a vehicle

    In no one was punished or awarded humanity when they were in a vehicle. In it works in all vehicles if you are the only crew member, since you are always the effectiveCommander. If there are multiple crew members the humanity reward or punishment goes to the vehicle's effectiveCommander: https://community.bistudio.com/wiki/effectiveCommander https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L100 It is fairly accurate for most vehicles, since the commander seat and gunner seat are usually the same, or there is often only one driver and one gunner. But in some vehicles and crew configurations it will return the driver or commander instead of the gunner. It should be improved, but determining crew roles accurately for all vehicle types requires a more advanced function which we did not have time to add and test.
  12. Take no damage if no vehicle is within 25m

    Comment out this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L60 and this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L72 Doing this will make it easier for cheaters to kill players with locally created explosions which are not logged.
  13. Server loading slow

  14. IMPORTANT: Players invisible and no gear

    As salival said, it sounds like the server can not keep up with the load. Things like logging in and group management send PVS to the server. If the server FPS is low and script scheduler is busy the corresponding PVEH can take a very long time to fire or seem like it is not firing at all. You should aim to keep server FPS above 15. The biggest server FPS killer is AI units spawned on the server, since they use all the CPU power. And the A2OA server tends to only take advantage of two cores, or two virtual cores on CPUs with hyperthreading. Other than that you also want to avoid running any scripts on the server which are loops with sleeps or long sleeps in general. These stay in the scheduler queue indefinitely or for a long time and slow it down. When server FPS is five a 15 second sleep can take over five minutes for example.
  15. [Release] ESSV3 - Enhanced Spawn Selection

    If you are getting a RIP marker on living players then you are most likely doing a setVariable "bodyName" on them. The old version of infistar did that on living players. If you are going to use infistar you should update to the latest version.