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I've tried all alternatives suggested and I'm still getting the same problem I'm afraid. Apparently I have "infiSTAR AntiHack Lite". Anyhow I'm at a loss. Before I blame the hosts is there anything else you can suggest/try?

 

 

Wherever the infistar hack is, place the antihack exception

[] execVM "admintools\AdminList.sqf";
if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then 
	{
		//infistar
	};
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Wherever the infistar hack is, place the antihack exception

[] execVM "admintools\AdminList.sqf";
if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then 
	{
		//infistar
	};

 

Thanks but seems the problem is with my host, I don't even have access to my antihack folder so I can't put the correct directory into the code for the existing file location.

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The antihack execution must start in the init. Otherwise I don't see how they managed to call it.

At this point I think they may have bullshitted me and I actually have no anti hack as no file was called in the original file.

 

Default init.sqf - 

 

/* 
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];


//REALLY IMPORTANT VALUES
dayZ_instance = 11; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;


//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;


// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
dayz_MapArea = 14000; // Default = 10000
dayz_minpos = -1; 
dayz_maxpos = 16000;


//Epoch Config Variables
call compile preprocessFileLineNumbers "config\epochconfig.sqf"; 


// Dayz Epoch Events
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];




//Load in compiled functions
call compile preprocessFileLineNumbers "init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "traders\server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;


"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";


if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
//Compile vehicle configs


// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
_serverMonitor =  [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};


if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");


//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor =  [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; 


};


//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";




#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"


//Mod Config 
execVM  "config\modconfig.sqf"; 

Unless they are calling on a file which then calls on a file in an attempt to lock down the server so I can't use it properly.

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At this point I think they may have bullshitted me and I actually have no anti hack as no file was called in the original file.

 

Default init.sqf - 

/* 
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];


//REALLY IMPORTANT VALUES
dayZ_instance = 11; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;


//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
// May prevent "how are you civillian?" messages from NPC
enableSentences false;


// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
dayz_MapArea = 14000; // Default = 10000
dayz_minpos = -1; 
dayz_maxpos = 16000;


//Epoch Config Variables
call compile preprocessFileLineNumbers "config\epochconfig.sqf"; 


// Dayz Epoch Events
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];




//Load in compiled functions
call compile preprocessFileLineNumbers "init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "traders\server_traders.sqf"; //Compile trader configs
progressLoadingScreen 1.0;


"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";


if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
//Compile vehicle configs


// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
_serverMonitor =  [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};


if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");


//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor =  [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; 


};


//Start Dynamic Weather
execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";




#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"


//Mod Config 
execVM  "config\modconfig.sqf"; 

Unless they are calling on a file which then calls on a file in an attempt to lock down the server so I can't use it properly.

 

 

Check these files for it:

config\modconfig.sqf

init\compiles.sqf

config\epochconfig.sqf

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Is it possable to get some punishment tools.

Like rermove someone gear, break there bones, knock them out...etc?

 

It is possible, but I would just get a jail script. I gave a remove gear script to someone earlier in the forums. You can use that too. 

 

 

anyone able to help me am having a few issues with this script, first: my locked vehicle area only hero trader vehicles work

second:  vehicles i spawn  dont stay where i drive them to they go back to where i spawned them in

 

Not sure what is happening with the first problem.

The second one is caused by your database I believe. Do all other vehicles work fine?

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Hi, I am new to this sort of thing and not 100% sure what I am doing.

 

I have followed the instructions to the letter and I am unable to get the admin menu to show.

If someone could take a look at my rpt log and init.sqf and point me in the right direction, I'd be really grateful.

 

Thank you  :)

 

Your init edits were wrong

http://pastebin.com/4tLqyYm8

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Nox it seems the safe zone script does not work properly.

 

the admin that sets the SZ cannot fire weapons or get killed or anything, but any other players in the zone can still fire weapons at each other and kill each other, but just not the admin that placed the zone

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Nox it seems the safe zone script does not work properly.

 

the admin that sets the SZ cannot fire weapons or get killed or anything, but any other players in the zone can still fire weapons at each other and kill each other, but just not the admin that placed the zone

 

This is something I wasn't able to test. I will see what I can do to fix it. The heal causing an infection, I don't know how to fix. It has been there since it was made. I will look into it again though. Maybe I can find something this time.

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Yeah I found the problem, A snap build script also wanted me to place something at the bottom. Its fixed now thanks. Also, When an Admin dies, They don't have the Admin tools option again :/

 

I need a count of how many people this is happening to. I have heard this a large number of times, however me and all of my admins have no trouble at all. If there is a large group having this problem then I need to find a way to possibly combat it.

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