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Haywood Voltiac

Server Verify Signatures

Question

I'm having a huge issue with my server currently. This is the first time I've encounter this problem and I've set up life and exile servers before. People are able to connect without using all the required mods but it does kick them for using unused mods. I don't understand, doesn't V2 kick people for both? I have all the keys as well in the keys folder. I've attempted to use Arma remote admin and TADST to get this working.

Arma 3 Server version.

Spoiler

7:58:35 Dedicated host created.
 7:58:43 BattlEye server updated to version: 217
 7:58:43 BattlEye Server: Initialized (v1.217)
 7:58:43 Game Port: 2302, Steam Query Port: 2303
 7:58:43 Host identity created.

Current Config

Spoiler

 

hostname                     = "";
password                    = "";
passwordAdmin                  = "";
serverCommandPassword               = "";
logFile                  = "server.log";
verifySignatures                  = 2; // Do NOT use verifySignatures=2! It costs too many FPS
BattlEye                 = 1;
requiredBuild                       = 143869; // 1.80 stable
allowedLoadFileExtensions[]         = {:};
allowedPreprocessFileExtensions[]   = {"sqf"};
allowedHTMLLoadExtensions[]         = {"html"};
motdInterval                        = 5;
maxPlayers                          = 70;
voteMissionPlayers                  = 200;
voteThreshold                       = 200;
allowedVoteCmds[]                   = {};
allowedVotedAdminCmds[]             = {};
disableVoN                          = 0;
vonCodecQuality                     = 30;
persistent                          = 1;
kickDuplicate                       = 1;
equalModRequired                    = 0;
kickClientsOnSlowNetwork = 0;
timeStampFormat                     = "short";
onUserConnected                     = "";
onUserDisconnected                  = "";
doubleIdDetected                    = "";
onUnsignedData                      = "kick (_this select 0)";
onHackedData                        = "kick (_this select 0)";
onDifferentData                     = "kick (_this select 0)";
motd[]                              = {};

 

class Missions
{
    class Exile
    {
        template = Exile.Chernarus_2035; // Exile.Namalsk, Exile.Altis, Exile.Tanoa, ExileEscape.Altis, ExileEscape.Tanoa

 

        // do NOT use custom difficulties!
        // Use either ExileRegular or ExileHardcore
        // or you will break Exile!
        difficulty = "ExileRegular";
    };
};

 

 

Parameters

Spoiler

-port=2302 "-config=E:\Chernarus 2035\configs\server.cfg" "-profiles=E:\Chernarus 2035\serverprofile" "-bepath=E:\Chernarus 2035\battleye" "-servermod=@arametrics;@ExileServer;@infiSTAR_Exile" "-mod=@Advanced Urban Rappelling;@CBA_A3;@Chernarus 2035;@CUP Terrains - Core;@Enhanced Movement;@ExileMod;@Extended_Items_Exile;@Multi-play Uniforms;@NATO_Rus_Vehicle;@NIArms All in One;@Project Infinite - All in one" -loadMissionToMemory -autoinit

 

Edited by Haywood Voltiac

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8 answers to this question

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Hello @Haywood Voltiac,

What you stated, TO ME, makes no sense.  I can tell you these things though:

#1:  verifySignatures                  = 2; // Do NOT use verifySignatures=2! It costs too many FPS

What does it say???  DO NOT USE!!!!  But YOU DO!  FIRST MISTAKE!  It should be 1 ONLY.

 

#2:  -mod=@Advanced Urban Rappelling;@CBA_A3;@Chernarus 2035;@CUP Terrains

ARMA HATES spaces in mod names.  Yes, I am 99% sure that you CAN use them ONLY if you 'format it' CORRECTLY.  Make your life EASIER and RENAME AND REMOVE THE SPACES!  Doing that will ALWAYS WORK IN ANY SITUATION EVERY TIME!

So: 

@Advanced Urban Rappelling = @Advanced_Urban_Rappelling = @AdvancedUrbanRappelling = @AUR = @SpiderMan

@CUP Terrains = @CUP_Terrains = @CUPTerrains = @CT = LandStuff

REMEMBER!  The startup mod name MUST MATCH what is on your HDD.  THE MUST BE THE SAME NAME!

 

Do these 2 things FIRST and see how it goes.

:)

 

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@Haywood Voltiac - Good deal!  For the benefit of others, you should state how you fixed it.  I know many times I have the same issue as someone else and they 'I fixed it', yet they never say what the solution was, thus leaving me and others to go and search some more.

Regardless, I am glad it's going for ya!

:)

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@Haywood Voltiac -

Do NOT set it to verifySignatures = 2  <-- DO NOT!

verifySignatures = 1 <-- YES!

 

'1' means the server will ONLY allow people who are using the EXACT SAME VERSION of a mod that you have on the server.  v1.2 <> v1.2.1  -  v1.2 = v1.2

It is a MAJOR problem is people are allowed to run any version of a mod they wish.

You have 2 checks in place:

#1 - Are they running the SAME NAMED mod?  The name does NOT come the folder name.  The 'name' is within the PBO itself.

#2 - Are they running the SAME VERSION of the mod in #1?

 

This is accomplished by putting the 'key file' in the 'key' folder on your server.  This 'key' is basically a type of 'checksum'.  <-- Click if you do not know what a 'checksum' is.

 

You want people to use mods A, B, and C?  You MUST put the keys for mod A, B, and C IN YOUR KEY FOLDER ON YOUR SERVER!

These mods do NOT need to be running/loaded on the server!  For example, the sound mod JSRS.  To allow players to use that mod, ALL YOU HAVE TO DO, is put the key in your server key folder!  NOTHING ELSE!

IF the server AND the client will run the SAME MOD, as above, you MUST have the key in the key folder!

NO KEY IN SERVER FOLDER = Client can not run that mod.

:)

 

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