sceneraider 0 Report post Posted March 17 is there a way to require players to have the proper mods installed to join the server? ive noticed people are able to join my server without all the mods that are installed. Share this post Link to post Share on other sites
Beowulfv 305 Report post Posted March 18 If the mod is called in the mission parameters then the player won't be able to join unless they have them installed and are running them. Share this post Link to post Share on other sites
sceneraider 0 Report post Posted March 18 18 minutes ago, Beowulfv said: If the mod is called in the mission parameters then the player won't be able to join unless they have them installed and are running them. Thanks for the quick reply but how would I go about doing that? Could you give me an example? Share this post Link to post Share on other sites
Beowulfv 305 Report post Posted March 18 -mod=@Exile;Kart,Mark,Heli; Share this post Link to post Share on other sites
sceneraider 0 Report post Posted March 18 (edited) 12 hours ago, Beowulfv said: -mod=@Exile;Kart,Mark,Heli; my paramaters are -port=2302 "-config=C:\Users\asfdg\Desktop\Steam CMD\steamapps\common\Arma 3 Server\TADST\default\TADST_config.cfg" "-cfg=C:\Users\asfdg\Desktop\Steam CMD\steamapps\common\Arma 3 Server\TADST\default\TADST_basic.cfg" "-profiles=C:\Users\asfdg\Desktop\Steam CMD\steamapps\common\Arma 3 Server\TADST\default" -name=default -filePatching "-mod=@Exile;@ExileServer;@CBA_A3;@CUP Units;@CUP Vehicles;@CUP Weapons;@AdminToolkitServer;@HVP;@Zombies and Demons;@Extended_Base_Mod;@Enigma" -autoInit but you can still join without the mods. i also made sure all the keys from the mods are in the arma 3 root/key folder as well is it because im using TADST? is there a check box maybe im mising to force it? Edited March 18 by sceneraider Share this post Link to post Share on other sites
MGTDB 956 Report post Posted March 18 Add dependencies in mission.sqm/addOns, that will force players loading the mission to have those mods live on their client Share this post Link to post Share on other sites
sceneraider 0 Report post Posted March 18 (edited) 1 hour ago, MGTDB said: Add dependencies in mission.sqm/addOns, that will force players loading the mission to have those mods live on their client ok, this is the mission.sqm that is in the mpmission folder PBO and how do i get the proper mods name to add it in? i tried opening the META file in one of the mods and taking the name but when i launch the server it just says "Mission Exile Atlis read from bank" and it is stuck in a loop this is what i have in it right now that giving me the error once i added zombies and demons addOns[]= { "Zombies and Demons", "exile_client", "a3_map_altis" }; also i noticed there is multiple times addOns is mentioned i edited the one under class mission that gave me that issue Edited March 18 by sceneraider Share this post Link to post Share on other sites
Z80CPU 527 Report post Posted March 18 Hello again @sceneraider, What they stated IS true, they did forget the mos important fact: NO KEY = NO PLAY Put the 'keys' of the mods you wanted to be used into your server's 'Keys' folder. Make SURE you have have 'verifySignatures = 1' and that will be that! The above mentioned responses would NOT stop ANYONE from joining your server with a 'sound mod' for example. So, IN THEORY, the could join your server with a 'hacking program'. The 'Key' method PREVENTS IT! This is how you also ALLOW mods such as the JSRS sound mod, by putting that mod's key into your server's key folder. Then that mod becomes OPTIONAL, and ONLY that mod with the same version as the key is set to. What you describe is an 'open server' and the 'verifySignatures = 1' is not even present/set to zero. The 'key' will ALSO ensure EVERYBODY is running the SAME VERSION of that 'xyz' mod too. Share this post Link to post Share on other sites
exilerist 43 Report post Posted March 19 (edited) Hello. Addons section should looks something like that at least. Spoiler addOns[]= { "exile_client", "a3_map_altis", "Ryanzombies", "ryanzombiesfunctions" }; Good luck. Edited March 19 by exilerist Share this post Link to post Share on other sites
Anhor 17 Report post Posted March 23 (edited) Hmm ...... mine looks like this: Spoiler addons[] = {"exile_client","A3_Ui_F"}; And I bet that nobody can join without the 6 on the server installed -mod anyway. What @Z80CPU mentioned is the point ........ no mod without a key in the keyfolder. The other side is the start bat ...... at the moment where your mods are in the -mod section, they are mandatory for any player. If not, something different is fucked up. Edited March 23 by Anhor 1 Share this post Link to post Share on other sites