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martuk66

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  1. Like
    martuk66 reacted to BetterDeadThanZed in Whats happened to EPOCH ??   
    After you disappeared, no one was ever quite the same. Sure, we tried to pretend that everything was ok, but after a while, the forced laughter and the uneasy silence was too much. People started taking their own lives. They sought out Sappers and began charging at them, hugging their armless bodies until they blew up into little pieces. After a while, almost everyone was gone. The world was never the same. Those who remained behind scavenged the world trying to survive, sometimes banding together but mostly wandering the wastelands alone. I don't even know what year it is anymore. God, I'm thirsty.
  2. Like
    martuk66 reacted to vbawol in Sign in with Steam   
    You can now register new accounts and link your account to Steam and login using Steams login service.
    Existing members can link Steam to their accounts by:
    Goto Account Settings then click the Steam tab. Login with steam to link your account. You can also choose to use your Steam avatar. When logging in you can now simply use the "Sign in with Steam" option.  New Members can register for an account using "Sign in with Steam" and if the username is already taken you will be given an option to choose one.
  3. Like
    martuk66 reacted to Tophi in [Release] Lootspawner, configurable building loot system   
    Australia buildings



  4. Like
    martuk66 reacted to vbawol in 0.3.0.1 / RC2 Changelog   
    0.3 RC1 Changelog: [Added] Wood and cinder base objects now show damage state when over 50% damaged. [Added] Car Jack item added to every fresh spawned vehicle. [Added] Can now loot a dead UAV Drone and in return get Electronic components. [Added] Ability to specify starter items for freshly spawned traders via epochconfig. [Added] New custom epoch weapons: SR-25 and L85A2 (Grenade Launcher and Pink Painted) by Kiory. [Added] Vehicle lock time is now stored in hive and will persist across server restarts. [Added] 3d interaction visuals to show you when an action is available. [Added] New loot bias system with nestable tables and overall loot balance. [Added] LootMultiplier in epochconfig, (0.5 default, 1 = high loot, 0.1 = low loot). [Added] Goldenseal plant can be consumed to reduce toxicity. [Added] Pumpkin food item can be harvested from pumpkin patches on Chernarus and found randomly. [Added] Dynamic Air Supply Drop Event. Use smoke grenades to signal. [Added] Trader mission accessed with "Talk" on trader: Pikes Peak Express. [Added] Ability to eat raw foods but at the risk of toxicity. [Added] New items (Rock, Stick, and Rope) for crafting and added to trash loot. [Added] New craftable primitive melee weapons: Crude Hatchet, Wood Club, Maul Hammer. [Added] Keesha default character now has shoes. [Added] Crafting of Rope from Hemp. [Added] Harvest Sticks from a bush using a Hatchet. [Added] Mining of Iron Ore and Rocks with sledgehammer. [Added] Removal with refund of Base building items. Respects Jammer Owner and group. [Added] Most base building items now use a hybrid Static/Physx system with ghost preview on first placement. [Added] Epoch Events 2.0. All server time based events moved to server settings pbo. Scripts are executed with execVM using a simple timer. New events and timers can be changed via epochconfig. [Added] New "Boss" Sapper variant with a larger bang. [Added] Both Sapper variants put off toxic gas if killed without blowing up. [Added] Player can now select gender after each death. [Added] Frequency Jammer now required by default to build a base. Can be controlled with desc.ext mission variable: buildingRequireJammer. [Added] Building limit (default: 100) added to Frequency Jammer. Change with desc.ext mission variable: buildingCountLimit. [Added] Building Jammer Range (default: 75m). Change with desc.ext mission variable: buildingJammerRange. [Added] Hive weather control system as well as Static override var WeatherStaticForecast via epochconfig. [Added] Trader purchased vehicle position can now be controlled with a smoke grenade or a chemlight within 50m of trader. [Added] Wood foundations can be crafted with 8x lumber. [Added] Bornholm Support: Custom a2 building classes for loot spawns and mission file and config support from http://urogaming.co.uk/ [Added] Base building objects now persist damage and armor increased substantially. [Added] Suppress loot spawn within the range of a Frequency Jammer. [Added] Blocked base building areas for Chernarus. [Added] Logging of building, storage, and vehicle killed events to hive log. (StorageKilled, VehicleKilled, BuildingKilled) [Added] Offroad MG Pickup. (Classname: B_G_Offroad_01_armed_EPOCH) [Added] Server FPS to the debug monitor. (Max: 50, recommend fps are >15 to keep the game stable) [Added] Chance to spawn Lockbox and Backpacks in lockers or wardrobes. [Added] Variable when Loadingscreen finish. (EPOCH_loadingScreenDone change from nil to true) [Added] Base object interact menu (Remove,Move,Upgrade) shown only in build mode after targeting object with Space Bar. [Changed] Toxicity increase from consuming a toxic food item is now random. [Changed] Increased default antagonist spawn chances. [Changed] NPC Trader inventory menu now stacks like items and shows quantity. [Changed] Players are now sent to the lobby after dead, simply press ok to respawn. [Changed] Can now sell and buy uniforms from traders. [Changed] NPC trader data (AI_ITEMS) will now expire in 7 days if no changes are made within that time. Change this with expiresAIdata in epochconfig. [Changed] Added chance to spawn Lockbox and Backpacks in lockers, wardrobes, shipping containers. [Changed] Fireplace recipe changed to require 2 Rocks and 1 Stick to make empty fireplace. Then upgrade with 1 Wood Log to start the fire. [Changed] Player names saved to a separate data set on player connect.  [Changed] Deathlog now logs distance and position. [Changed] Sapper brain reworked. [Changed] Display of personal Crypto balance when opening bank interface. [Changed] Loot Balance: Lowered heavy muzzles count & increased pistol muzzle. [Changed] Increased loot bias for Ferris Wheel and corrected z height on loot positions. [Changed] Improve Cleanup System on Server. [Changed] Behavior changed on UAV troop support. [Changed] Dog to glitch less, reduced whines and more chance to wander. [Fixed] Accuracy and fire rates of custom ported A2 weapons fixed (M107, AKM, M4A3, M16, M14, M249). [Fixed] Sharks not spawning off shipwrecks. [Fixed] Black icons on admin panel spawn menu. [Fixed] Soiled and Wet calculation corrected. [Fixed] Pumpkin patches on Chernarus now payout proper loot. [Fixed] Traders now only allow one vehicle per trade. [Fixed] Alpha transparency issue with empty clone vats. [Fixed] Attempt to prevent vehicle damage during server startup. [Fixed] Removed fireplace sound for now due to Arma issues with sound cleanup. [Fixed] Frequency Jammer can not be built or placed within 3x Jammer radius. (default 225m) [Fixed] GUI scale issues with additional button menu (Group Menu, Requests) on inventory. [Fixed] Missing sounds on Ruger pistol and removed ability to use silencer. [Fixed] Dupe fixes for backpacks, vests, uniforms. [Fixed] Player revive did not work even after respawn. [Fixed] zasleh1_proxy.p3d error with M4A3. [Fixed] Prevent loot objects from spawning under the ground. [Fixed] Group kick and mod options did not work. [Fixed] Cleanup and removal of unneeded rpt debug logs. [Fixed] Removed spoiler button in Welcome Screen. [Fixed] Misspelling in debug monitor (crypto). [Fixed] Welcome screen will be now displayed only once after a major patch (eg. 0.3/0.4/0.5). [info] Requires Arma version 1.40 or higher.   Admin Tool: [Added] Different Map Marker for Vehicles, AI, Player, Loot, Base Building and Dead Player. [Added] Different 3D Tools for: Player, Vehicles and Loot. [Added] Features: God Mode, Spawn Loot, Teleport Infront.
  5. Like
    martuk66 reacted to axeman in This mod is weak   
    As we are having a steam hours competition, just checked mine and am at 2208 hours for Arma 3, 1% of that is actual play time. I wouldn't want to imagine what Awol is up to but he is more than likely on for a guiness world record of hours logged..
     
    We are re-creating the dayZ Epoch Mod, from scratch, in Arma 3 to make Epoch. It does take time.. We hear your comments about the mod as it is in it's current stage and we do read all feedback, positive and negative (thanks for your compliments on A2 Epoch btw).
     
    From my perspective, we are solely trying to concentrate on getting a base for the mod to work from at this stage, this is not a finished product by a long shot. If you liked dayZ Epoch then stick around because it's the same people, with the same aims and the same idea for good gameplay.
     
    As for hiding files, all will be revealed at the release. Is there a single thing that is stopping people from adding their own missions and mods that will work alongside Epoch ? If so, I don't see it. I wouldn't need to disable / cripple a well thought out server structure to create my own mod ! I would ask myself do I want 100 player servers or do I want my server full of unmanaged AI sucking up all the server CPU ?
     
    And yes I agree, satchel charges are a problem.. Which will be dealt with, just not with a blunt instrument..
     
    Reading the OP (3 posts the wiser) and vibe, clearly with an axe to grind, why are you coming here trolling and trying to get a rise out of us ? Good on Macca, I have no doubt he is talented, I have followed his work since the opendayz.net days and have a lot of respect, you're preaching to the converted mate..
     
    The fact that he can take code that has had many many hours put into it and then add something does not make a new Mod, from scratch.. It also doesn't mean, as he can add whatever bauble makes you happy, that your shiny won't be added further down the line anyway when we get the time to start adding in the niceties.
     
    We will add them and we talk a lot about what everyone wants, based on this forum, twitch feedback, twitter etc. etc. We Do Listen, so calm down and thanks for your feedback..
     
  6. Like
    martuk66 reacted to Darth_Rogue in A plea to the Epoch developers   
    I fight the same stuff on my servers.  People think they want things added to the servers but in the end they just want to try it out and most of the time end up not liking it.  Running a server is a marathon, not a sprint.  You have to think long term and keep your eyes on the prize.  
     
    I understand the OP's concerns, but I don't think there's any danger of Epoch itself falling apart.  The only falling apart there will be is when individual servers fail due to lack of interest in its player base.  Epoch by default offers a good balance of PVP and PVE.  It's up to server owners to maintain that balance.  Some will succeed while others fail.  All I'm saying is that we should let that natural selection process run its course without interference from the dev team in the form of banning weapons and vehicles in the code.  
  7. Like
    martuk66 reacted to Tobias Solem in A plea to the Epoch developers   
    There's Epoch designed by the developers.
     
    And then there's Epoch, modified and made into a Call of Duty-clone made by many clueless people, who fortunately in most cases end up with empty servers once people start figuring out that what they thought they wanted really wasn't what they wanted.
  8. Like
    martuk66 reacted to Brunz in blckeagls' Real Zombies v0.0.5   
    The problem is your zombies are trying to "careess" people lol, it should be careless i believe.
     
    but on a serious note lets teach a man to fish.
     
    Step 1. Identify which be restriction file has blocked the code
    It says Script Log so its the scripts.txt
     
    Step 2. Identify the Rule which has been violated
    It says #11 so its rule number 11 because every line is one rule and the rules start from zero look at line 12!
     
    Step 3. Examine existing rule and match to code causing error - 7 enableFatigue
    It seems that the code is trying to issue this command "_zombie enableFatigue false;" so we need to add an exception
     
    Step 4. Add Exception
    Append below to line 12 of scripts.txt
    !"_zombie enableFatigue false;" 
     
    line should look like 
    7 enableFatigue !"_zombie enableFatigue false;" 
     
  9. Like
    martuk66 reacted to Darth_Rogue in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    True, but consider this....many of us run solid servers these days, but we had to start learning somewhere.  Why not give him the same opportunity to sink or swim? :)   
  10. Like
    martuk66 reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Okay that's it from me for this Year.
    I hope You all are happy with the simple missions script for EPOCH in its current state, and we will see us next Year then.

    Greez KiloSwiss
  11. Like
    martuk66 reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Update to v0.4 is now available for download in the first post.

    - You can now define what weapons and magazines will be deleted when the AI is killed (currently RL and Snipers).
    - BE Kicks should no longer happen (even thou I had a strange setdamage restriction kick, but that was not related to my missions).
    - Removed some weapons from the loot, and added EPOCH Weapons (M16, M4A3, AKM, etc.).
    - Replaced all FirstAidKits with EPOCHs "FAK" (Thanks to pr0dukt for the information in )
     - And many other changes, just try it out and report back, as usual.

    I'm sorry, but You won't be able to do this any longer with the new Update ;)
    Greez KiloSwiss
  12. Like
    martuk66 reacted to Taz13 in Bornholm can not spawn in the world /Bornholm kann nicht in die Welt Spawnen   
    I have managed to add the Teleporters in Bornholm i will of course share this with the forum. I have just one issue i hope someone could share some light on. After adding the Teleporters to the East Cave in Bornholm I set the Height for the Pads at 81m. This is what the map\Editor is suggesting, as the top of the cave would be around 101m.
     
    The weird problem i found is the teleporters are raised about 20m in the Air. I can guess and lower these back down but wondered if any one else had the problem or if this was down to 1.3 of Bornholm. If any would let on to the current Height these are set to would be great.
     
    I will then post both scripts for this once working :)
  13. Like
    martuk66 reacted to nimh in Dual Instance Arma3/BEC FireDaemon   
    Fixed by adding --dsc to BEC launch parameter, and also removed the a3server exe dependency in FireDaemon so BEC launches independently and just waits for the server.  Since this fixed it, my only guess is BEC was connecting and loading publicvariables.txt before new ones were being created, causing it to load an old version. Both servers start extremely fast on my box with an SSD.
     
    May be of some help to somebody later. 
  14. Like
    martuk66 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
  15. Like
    martuk66 reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    SEM - Simple Epoch Missions by KiloSwiss


    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License

    What is SEM?
    - A simple AI mission script, nothing fancy, just some static random mission with AI and some loot.

    Wow great Idea!
    - No, this was buildt upon the original work from drsubo, which was shared in this thread


    How does it work?
    - Magic

    How do I install it?
    - There is a readme.txt file inside the download, read it carefully and do the installation step-by-step!

    What is currently included/what are the features?
    - Static AI missions (only one mission at the time).
    - Every mission has a box with loot (more AI equals better loot).
    - Missions will eventually time out if no player is nearby.

    What will be implemented in the next versions?
    - More missions (AI take over towns, vehicles, convoys, etc.).
    - New outposts, maybe a maze would be funny, who knows.
    - HC support (only if enough admins ask for that).
    - Suggest your idea in this thread, I'm open for new ideas!

    Where can I download it?
    - The newest Version is always available on GitHub: https://github.com/KiloSwiss/Simple-Epoch-Missions

    I have a question can I write You a PM?
    - NO! I give support only here in this thread. Any PM with questions/asking for support will be ignored, NO EXCEPTIONS!
    Also check the previous/old thread to see if Your question has been answered before:


    Do You want something for this?
    - No, this script is free to use, edit and share for anyone out there (SEM is published under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License).

    Altough, if You like to donate me something for my work, any kind of donation is well appreciated.
    Here are some PayPal donation Links: $ £ €
    Choose Your currency and the amount You would like to donate
    Many thanks in advance to everyone who donates!

    For those having issues adding exceptions to their BE filters:
    See here which lines inside the scripts.txt needs to be changed: LINK (scripts.txt)
    And read this thread to understand more about BE filters and adding exceptions:



    Have fun
    Greez KiloSwiss
     
     
    Edit:
    This Addon / Script has an update to stay compatible to EpochMod.
    All credits for the core will stay on @KiloSwiss
    The updated version can be found here:
    https://github.com/Ignatz-HeMan/SEM
     
  16. Like
    martuk66 reacted to Snakeyes in Launchers not picking up my server   
    What I've seen through observation with my own servers is that after a restart the servers are not seen in the public list (the ArmA3 server browser) until a player joins it and the server initializes. To test that theory, I would stop my server and restart it. It is not seen in the public list or my A3 launcher. Then I would join the server and play for a bit, exit and look again and it was seen in the public list. You might try adding the -autoinit parameter to your server command line. That should initialize the server after a restart regardless if any player joins it or not.
  17. Like
    martuk66 reacted to RC_Robio in Advanced Flight Mode   
    You can do it like Richie or you can add that same line to your server config.cfg now.
  18. Like
    martuk66 reacted to Gen0cide in Ferris Wheel - inappropriate?   
    I'm thinking insane killer clowns random spawn a carnival of horrors?  Would fit with the creepy cloak and sapper theme.  Maybe in Arma 3 Epoch the devs are going for more of a mutant killer instance hills have eyes kind of antagonist instead of run o' the mill zombies?
  19. Like
    martuk66 reacted to 1Man in Have a Merry Epoch Christmas   
    Devs gave us an early Christmas gift so I would like to wish them and all the other supporters a very Merry but scary Epoch Christmas. It's the time for giving and they have done just that so in the spirit of Christmas let's all be nice and jolly until the day after Christmas then some of you can go back to your insulting ways lol ya you know who I'm talking about hohoho
  20. Like
    martuk66 reacted to vbawol in 0.2.5.2 Changelog   
    Released
  21. Like
    martuk66 got a reaction from Axle in Congratulations to Team Epoch / MODDB Top100 2014   
    Considering it's had only 3 months in the chart and it's the number 3 Arma 3 mod on ModDB - well deserved pat on the back imo.  :)
  22. Like
    martuk66 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)  
  23. Like
    martuk66 reacted to f3cuk in This is a disgrace.   
    Ugh what a drama topic. Stop worrying so much with what other people do. How is this any different then a webdesign company that charges their customers for installing open source software like Wordpress etc.

    I really don't get the witch hunt going on lately and feel like everyone should back-off a little. If the guy has customers then clearly people are willing to pay for his services and if you think he is overcharging I'm sure there's plenty of alternatives.
  24. Like
    martuk66 reacted to vbawol in What is Overpoch?   
    Overpoch is not a mod it is an attempt to rebrand Epoch by Maca from CCG. It is nothing more than Epoch with a weapon pack and a few changes.
     
    It is easy criticize something that is already made for you. 
     
    We released A3 Epoch for Alpha testing not so it could be modded, that will come later after sources are released.
     
    I challenge Maca, and company to make there own mod from scratch like we did for A3 Epoch.
  25. Like
    martuk66 reacted to oSoDirty in What is Overpoch?   
    LOL, probably  just creditcardgaming trying to monetize something that isnt theirs as usual xD, and yes ccg fps is ASS beyond belief, they dont even administer their epoch servers because they are to busy catering to wasteland for the talentless bums who's sole purpose in donating was to get a better loadout,  I have no problem with donors or donations. I accept donations myself, and in return i offer a nice warm whole hearted THANK YOU. And i use the money to keep the server going. They dont deserve a dime for the work they copied and pasted.
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