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Found 5 results

  1. totis

    filters 1.0.6.2

    Hi all, Anyone found a solution for game kicking with public variable restriction when pressing escape after 1.0.6.2 update? Srry if its a noob question :)
  2. Hi Guys, I have been wondering for awhile now if it would be better to detach the BattlEye Filters from the main epochserver package for the following reasons. 1) Every time 1 line needs changing we have a new epochserver package to download and install, I know that generally you just need to copy the one file from the package and update just that file however the majority of the community think they have to re apply the whole server update again and this is causing confusion. I for one have been asked online and offline about 10 times in the last 3-4 days about what needs to be done to update. 2) Server owners to save themselves some hassle pick though the BE filters to find out what has changed, Yes we can use the varius diff but would it not be nice just to be able to see the diff's in one place ? I for one would vote for this 3) Quicker reactions to problems/bugs or hacks. Without having to compile X or Y. 4) Automation. I for one could easily see a way to automate BE filter updates directly from the DEV's and apply my own additions automatically every restart thus moving hassle away from Admins and also giving the players a better experience. I am sure there are more but these were some of my top list. Q. How could this be done A. Easily. Version Control AKA GITHUB To show what I mean I have setup the following on github as I believe example are always better :-) https://github.com/Dwarfer/a3epochbattleye If you look at the following page you can start to see how this would work (click on one of the codes like fc16bb9 and 64dc4da) https://github.com/Dwarfer/a3epochbattleye/commits/master/battleye example https://github.com/Dwarfer/a3epochbattleye/commit/64dc4da2c6e42ad9d60e8f83099e1a2adf137ac0#diff-eebd98b941739af49105df774982d418 This also shows A nice easy place to see changes https://github.com/Dwarfer/a3epochbattleye/tree/master/battleye Nice Release View and easy to download most up to date (easy scripting place) https://github.com/Dwarfer/a3epochbattleye/releases This shows you what the differences are between the release thus making it easier to apply the updates. For those who are wondering how you would use this as a base to mod your own lines in. Well you can use various tools to append, find, replace and change any number of lines or even a simple merge. I personally am happy to keep this up to date as best I can if people think it would help but ideally it would be great for the DEV's to run as I think it will be more helpful for everyone. I would be happy to write some documents and howto's and even videos on how server admins would/could use this. ** I should say that the DEV's will already be doing this anyway within the private github however what would be the harm of just making the BE filters public ? As I side note I also think GSP's would find this very useful for keeping there servers up to date. What do people think ? Does this sound like something that would help the community and or DEV's ? or is this just the ramblings of a Humble Dwarf who has been trying to help other server admins out Dwarfer P.s. If the dev's want to to take do the Hub let me know.
  3. This is the kick in publicvariable.log: 13.03.2015 13:39:39: Player (xxxxxxxxxxxxxx) xxxxxxxxxxxxxx - #0 "PVDZ_plr_Login1" = ["xxxxxxxxxxxxxx",<NULL-object>] 13.03.2015 14:13:55: Player (xxxxxxxxxxxxxx) xxxxxxxxxxxxxx - #0 "PVDZ_plr_Login1" = ["xxxxxxxxxxxxxx",<NULL-object>] I read somewhere that the kick is the # + 2 so the kick originates from line 2? And this is my publicvariable.txt: //new 5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="currentInvites" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" !="toClient" !="usageLogger" !="useBroadcaster" 5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead" 5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed" 5 "PVDZE_" !="PVDZE_fullobj_Publish" !="PVDZE_veh_Colour" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save" !="PVDZE_account_Doublecheck" 5 "PVAHR_" !"PVAHR_0_" 1 "PVAH" 5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" 5="player" 5="server" 5 "fnc_plyrHit" 5 "AntiHack" 1 "Delete" 1 "PVDZ_plr_Login1" The kick still occurs even though I have "PVDZ_plr_Login1" filtered to log only. Does it have to be in the same format as 5="server" eg 1="PVDZ_plr_login1" or am I missing something completely obvious? I've read ebadayz's guide here: http://opendayz.net/threads/a-guide-to-battleye-filters.21066/ but apparently I'm not fully understanding something. Any help is appreciated.
  4. So, since CBA_A3 is now possible to run, I've become interested in trying to make ACRE2 work on a test server and possibly on our official server in the future. ACRE2 obviously has a bunch of lootable items (radios) that would conflict with Epoch, and thus, there are several possible issues making them work together (loot tables not being editable currently for example), but I am sure there are a few people out there who like ACRE2 as well and would like to make it work. If you do not know what ACRE2 is, it's basically a remade version of ACRE1, essentially it simulates real-life radios the same way that ballistics in ARMA3 simulates real-life guns. It is connected to teamspeak3 and works with a plugin to teamspeak and adds a number of features that improves the immersion of in-game communication. link here: http://forums.bistudio.com/showthread.php?182271-ACRE2-Public-Beta-Release So, to get the conversation rolling, I am wonder if anyone in the Epochmod-community have tried getting ACRE2 working with Epoch? And if so what progress you have made, or if you have succeeded, perhaps you could impart the rest of us with some information?
  5. Hi all. I try to encourage my other Admins to clear out the .log files once every 2 weeks or so but it's amazing how often they "forget". (We often get createVehicle.log files around 100meg and I think that kinda things slows down traders.) Anyway, is there a script I can use to auto-delete them every X days or is there a line in the createVehicle.txt etc files that prevent excessive logging? My createVehicle.txt currently looks like this: //new 5 "SeaGull" 1 "" !"WeaponHolder" 5 "box" !="DebugBoxPlayer_DZ" !"MedBox" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox" !="FoodBox0" 5 "BasicWeapons" 5 "SpecialWeapons" 5 "FunctionsManager" 5 "M_Vikhr_AT" 5 "M_Hellfire_AT" 5 "Logic" 5 "snowman" Can I change that 1 to a 2? Or will that break things? Thanks.
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