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Your DayZ Team
icomrade
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Everything posted by icomrade
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New DayZ Wiki Interactive Loot Map and Database
icomrade replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
Very nice map, I also like the metro-esque buttons. -
Lol this happened to me but the game reset my location next spawn in. I'd assume that you know which way shore is? You can just leave your game open in a 50 player server and hope for another teleport or a mass-kill.
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Got global banned, how do I contact battleye
icomrade replied to Hareu17's topic in DayZ Mod Troubleshooting
Well Google, and the search function work well. support[at]battleye.com If you ask me what "[at]" means or you say that the message failed to send I will give up hope on humanity. -
Someone hacked my account?
icomrade replied to SafetyAlwaysOff's topic in DayZ Mod General Discussion
The BE change to logging/script detection was made in 95883. As far as I know the only thing server admins can do is white list guids from being effected by BE, I.E. banned CD keys are usable if the guid is white listed. CD Keys are never sent in plain text to the server, even packets are encrypted. CD Keys are sent from the client to the server using an unreadable/unreachable address of the memory. Therefor this unencrypted CD key will almost certainly never be able to be read from memory. All of this is assuming that ArmA 2 OA has some sort of buffer overflow protection. -
Someone hacked my account?
icomrade replied to SafetyAlwaysOff's topic in DayZ Mod General Discussion
Guids cannot be spoofed, as they are computed by the server not the client. You would need to unhash/unsalt a 25 digit alphanumerical key in order to get someone's CD-key. -
The game is a military sim, server-side hit detection would not only make no sense it would cause a situation delay in any actions in the game. For example, in RL when you shoot someone you hit them where they are in relation to you, not where they are in relation to a server (because there is no server in RL); Creating server-side hit detection would be more secure but would create inaccuracies in combat. In other words when you see an enemy you should be able to shoot them no matter if the server has the client in the same location as you, like real life. Other than that I have this: If a player removes all of his trees, buildings and such, that player will be able to shoot you through where the trees actually are for you. Also, health is set client-side and modified server-side, this is why a script like (vehicle player) allowDamage false; works; the server will try to update the players health but the player returns that he/she is not damageable (This does not work in DayZ). In addition to this, weapon damage may also be modified, using a multiplier, with scripts, this will not change it for everyone. In addition to this, locations of tents, players and vehicle are sent in encrypted packets to the client. This is why your location and your thing's location can be read without a script. Note: I cannot list my sources as they include instructions and downloads of hacks, you may find them very easily with Google.
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Try switching cloathes. You can also try clicking anything that does an action, like the " (on an American keyboard).
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For the love of god read the rest of the thread...
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The server has no choice of accepting a hit or not, it also has no choice in determining whether you fired or not. The only thing that would make a difference is a players latency to a server, not that it effects hit detection, just that it will delay the hit from registering (it will hit, just takes longer to register on the server).
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When I say hit detection is client side, I mean that everything besides player location and AI/calculations is controlled by the player. The fact that the OP hit the other player is enough to count, the server does not care where you actually are on your screen or on the server, in other words, actual timing and actual location on another player's game have almost nothing to do with hit detection. As long as you land a shot it will count, regardless of player location or if you are still alive on the server.
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Hit detection is client side, lag has nothing to do with where the other player is on the server or his client. All that matters is that the player (op) hit the other guy which should have killed him.
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Everyone knows that bullets disappear and do no damage after the player dies. /sarcasm Bullets are bullets, they do damage even after your player has died, this is a mil sim not some lame FPS game.
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use remoteexec.txt and createvehicle.txt if you seriously believe BE is useless you know nothing. New scripts.txt http://dl.dropbox.com/u/18463425/DayZserver/scripts.txt remoteexec.txt http://dl.dropbox.com/u/18463425/DayZserver/remoteexec.txt createvehicle.txt http://dl.dropbox.com/u/18463425/DayZserver/createvehicle.txt place these in your server's BE directory. Look in the new, corresponding, .log files for hackers, if a player appears in the remoteexec.log then that's generally a hack or cheat, although you need to be CAREFUL.
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Install the one in the green box on this page. http://www.arma2.com/beta-patch.php Do this anytime this happens.
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THEY ARE GUNS, OF COURSE THEY'RE THE SAME. ArmA 2 + OA is based off of current, standard-issue rifles and armaments of various militaries across the globe. They're not going to give the player some crazy ass gun from the future, that's ArmA 3. Did I mention ArmA 1 was released 2 years before your CoD MW1, you have it all backwards my asinine friend.
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This is a private hack, script kiddies do not use it. It is most likely not able to be purchased either, someone with talent who would rather troll than be helpful or useful decides to use it a lot. Anyway, it is a bad thing if you are playing the game and want to continue playing it in peace, if you got a bad spawn it is a good thing. Although, new BE features should prove useful in catching people that execute this.
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I also notice that for many server protection status is incorrect. The flag simply means that your servers ip is not geo-locatable.
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What do you mean, the server.cfg/arma2oa.cfg or the database? The database cannot be saved, and your server config files are just text files which should be able to be copied onto your PC either by directly downloading or copy and pasting. If you had no access to any config file A. contact your host, B. ask why you don't get access.
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In the game's current state you CANNOT edit your GUID because a GUID is a hashed/salted cd key. In order to change your GUID you must edit your registry to change your CD key, GUID is computed by BE then verified by the server. In order to get someones GUID you would, therefor, have to unhash/unsalt their GUID into their CD key (extremely improbable), this is quite a feet to unhash a 25 digit CD key made of random alphanumerical characters. If you just randomly edit your CD key for a random, incorrect, GUID you will be kicked before ever loading into the game.
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Player ids, the 10 digit (i think) number that comes up when you edit a profile can easily be spoofed. However, GUIDs cannot be spoofed, global bans use GUIDs.
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vehicle disapearing after server restart
icomrade replied to Northling's topic in DayZ Mod Troubleshooting
All spawned in vehicles (not in the DB) disappear after server restarts. This is because vehicles not in the database cannot be manually saved to the database by a player. -
Flame throwers have igniters, and should be hand made in a sort of tool bench, like fallout. Great ideas. :)
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Mountain Dew.. Cursed of Luck?
icomrade replied to [email protected]'s topic in DayZ Mod General Discussion
Thanks, awesome song!. -
[Poll] Which map do you prefer?
icomrade replied to [email protected]'s topic in DayZ Mod General Discussion
I'm pretty sure this forum has a poll feature... Chernarus has a much better atmosphere than lingor for a zombie mod. -
Weapons that you wish were in the game
icomrade replied to jem73's topic in DayZ Mod General Discussion
HK417