RHS Feedback - USAF |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002705 | USAF | [All Projects] General | public | 2016-10-09 06:35 | 2021-07-31 19:13 |
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Reporter | jimbob | |
Assigned To | reyhard | |
Priority | none | Severity | minor | Reproducibility | always |
Status | closed | Resolution | unable to reproduce | |
Platform | | OS | | OS Version | |
Product Version | | |
Target Version | | Fixed in Version | | |
Is it a wish/request? | No |
RHS version | |
Arma 3 version | 1.62 |
Did you used any other mod when the error occurred? | No |
Which mods? | AHRF, USAF Possibly more |
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Summary | 0002705: Enabled module on dedicated server and clients without the mod can still connect. |
Description | Just as the title states. I am running a windows dedicated server and have the mod enabled in the startup as normal -mod=@RHSUSAF and the mod works great! no issues!! except people without the mod can still join the server verify signatures is "2" and if Im in the good ole AH1z and pewpew their azz they dont know I was even there the just randomly die and ragequit. |
Steps To Reproduce | restart server with the mod folder in the server root directory and -mod=@RHSUSAF in the .bat oh, AFRF does the same thing too! |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | TADST_config.cfg (1,593) 2016-10-09 17:23 https://feedback.rhsmods.org/file_download.php?file_id=1244&type=bug arma3server3_2016-10-08_22-01-55.rpt (1,557,615) 2016-10-09 17:34 https://feedback.rhsmods.org/file_download.php?file_id=1245&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2016-10-09 06:35 | jimbob | New Issue | |
2016-10-09 17:11 | reyhard | Note Added: 0005396 | |
2016-10-09 17:11 | reyhard | Assigned To | => reyhard |
2016-10-09 17:11 | reyhard | Status | new => feedback |
2016-10-09 17:23 | jimbob | File Added: TADST_config.cfg | |
2016-10-09 17:34 | jimbob | File Added: arma3server3_2016-10-08_22-01-55.rpt | |
2016-10-09 17:35 | jimbob | Note Added: 0005397 | |
2016-10-09 17:35 | jimbob | Status | feedback => new |
2016-10-09 18:13 | reyhard | Note Added: 0005398 | |
2016-10-09 18:13 | reyhard | Status | new => feedback |
2016-10-09 21:28 | jimbob | Note Added: 0005399 | |
2016-10-09 21:28 | jimbob | Status | feedback => new |
2016-10-10 02:34 | jimbob | Note Added: 0005400 | |
2016-10-10 02:35 | jimbob | Note Edited: 0005400 | bug_revision_view_page.php?bugnote_id=5400#r3513 |
2016-10-10 09:25 | reyhard | Note Added: 0005401 | |
2016-10-10 23:21 | jimbob | Note Added: 0005404 | |
2021-07-31 19:13 | reyhard | Status | new => closed |
2021-07-31 19:13 | reyhard | Resolution | open => unable to reproduce |
Notes |
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provide server.cfg & server .rpt file please |
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(0005397)
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jimbob
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2016-10-09 17:35
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the .rpt with the clients that were being disconnected is too large for this bug tracker. but this one is the next restart, so all settings are the same. |
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onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files
onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files
try this. |
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(0005399)
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jimbob
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2016-10-09 21:28
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(0005400)
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jimbob
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2016-10-10 02:34
(edited on: 2016-10-10 02:35) |
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OK, Tried that and clients without the mod can still join, and load in then they get a nice memory exception and game crash. I guess technically it's a band-aid but I'm not keeping that in my config. No other module I run on any of my servers act in this manner. the game just acts normally and kicks the player and lists the reason and mods needed to join.
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(0005404)
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jimbob
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2016-10-10 23:21
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