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Everything posted by [email protected]

  1. My solution is about banning hackers, not letting them get away, because I believe simply kicking them for their actions will make some come back to try something else, and they might be successful in doing so the second time around -- who knows. That was the mentality in creating this parser anyhow, and to that end, custom filters are necessary because the DayZ Community Banlist is about banning only when deemed absolutely sure or necessary while simply kicking and even just logging actions I deem bannable. The ideologies are just very different, which is why each has its own set of filters, and why I don't have DayZ Anti-Hax push bans to the DayZ Community Banlist, I just pull them. Also, the benefit in my method is that it rarely requires remoteexec.txt to be updated, and since the parser doesn't even look at scripts.txt, all I really have to worry about updating and editing for DayZ Anti-Hax on a daily basis is createvehicle.txt, which barely gets updated as it is.
  2. Your inquiry has already been answered here. Also, please refrain from continuing this conversation here. It appears to be very off-topic. Thanks.
  3. No need to post this everywhere as it just means more work for me, and I can't guarantee I'll be this nice in the future, but everyone should have a look here and here to get this resolved...after determining Ujinty's GUID, of course. Also, the admin will need to shut down DayZ Anti-Hax, edit createvehicle.log and remove any entries containing Ujinty's GUID, remove that GUID from bans.txt, then restart DayZ Anti-Hax to make sure the unban is permanent.
  4. This has already been mentioned in this thread and on our Google Code page, but the object access flooding feature is experimental and is known to result in false-positives when too many actions are executed during heavy desync. The server you're on should disable this feature if they continue to have problems by editing DayZ Anti-Hax's 'config.cfg' file and setting 'shouldCheckForFlooding' to 'false' instead of 'true' (it is enabled by default). Also, I understand you're just trying to get unbanned and there was some initial confusion as to why you were banned, but please try not to post this everywhere. Doing so means I have to post a reply everywhere too, which, frankly, is just a waste of time. Next time, just direct me to a single location instead of multiple ones. Much appreciated. :P
  5. Well, createvehicle.log already draws from a list of disallowed objects (see objects.lst) because it requires more careful parsing than remoteexec.log, but both remoteexec.txt and createvehicle.txt require manual updating by me in order for the parser to function properly, yes. This is because the DayZ Community Banlist and I have fundamentally different thinking as far as what should show up in these logs. Fortunately, the way I've configured mine means the filters will not need to be updated as often, even if the DayZ Community Banlist frequently updates theirs. In other words, the current system I'm using has its benefits and you should not ever worry about being out-of-date on your filters, just use the ones I provide and you will not be missing out on anything. ...I would continue to update your scripts.txt from them though. :)
  6. This is for any DayZ server. If you are using a game server provider to host your server, you'll need to contact them and ask them if they can get this solution up and running for you. They should be pretty responsive as long as you direct them to this thread, our Google Code page (instructions/FAQ/etc), and whatever else you think is relevant. If you're using a dedicated server box, you can complete the installation yourself. Ah okay, sorry, I misunderstood what you were saying. Regardless, the program was engineered in such a way that I do not need to update it every time a new beta patch is released. In other words, it should work just fine for any of the recent beta patches as-is.
  7. Destiny actually doesn't play DayZ much currently, but he supports the server financially, which is why his name is on it. The hacking problem isn't totally eliminated even with this program running on it, but it has certainly mitigated the problem significantly to the point where the server is playable again, so I recommend you at least give it a go and see what you think. Thanks for your support.
  8. Shut down DayZ Anti-Hax, remove your GUID from bans.txt assuming DayZ Anti-Hax has added it there again, then delete all references to your GUID in your createvehicle.log file. After you've done all this, restart DayZ Anti-Hax and you should be good to go. Sorry about that.
  9. As mentioned in the v0.5 release notes, the object flood detection feature is not perfect and can sometimes result in false-positive detentions during desync when too many actions are executed at once. If you continue to have issues with this feature, simply disable it by setting 'shouldCheckForFlooding' in your config.cfg file to 'false' instead of 'true'. Please note however that this may leave your server more exposed to hacker activity, which is why I have it enabled for my server and just periodically look for and unban false-positive bans when I have to.
  10. Yes, I manually update both remoteexec.txt and createvehicles.txt according to DayZ Community Banlist before each release to include in the latest version of DayZ Anti-Hax before I release it, but I have to make some tweaks here and there given who the parser considers a hacker for each respective file. You can have a look at what I've done compared to what they're doing down at DayZ Community Banlist and make the necessary changes yourself if you'd like to stay updated more frequently.
  11. DayZ Anti-Hax requires ArmA 2 OA beta patch 95883 or newer. For more information, click here. If you are referring to our server, US 1534, not being updated to the latest beta patch, it will be soon, but please note this thread is about DayZ Anti-Hax, not the server I manage. Please try to keep all conversation on-topic.
  12. DayZ Anti-Hax v0.5 (r22) has just been released and is now available to download here. It includes a temporary solution to the false-positive issue described by khalimerot a couple of posts ago in this thread as well as a couple new features. If you are using an older version of DayZ Anti-Hax, please update as soon as possible.
  13. Please do not post issues here. Instead, use our Google Page site and the 'Issues' page. I see you did this as well, so thank you. I will address this issue as soon as possible. In the meantime, if you continue to have problems, please revert to an earlier revision, like v0.3, until further notice.
  14. As of v0.3, DayZ Anti-Hax already pulls bans from the DayZ Community Banlist, however it does not push them. This is because while I am confident in the bans my solution makes, DayZ Community Banlist is more tailored for manual bans than it is automatic ones. Perhaps in future iterations I'll include an optional global ban list for all DayZ Anti-Hax users to tap into (and perhaps non-users too to give back to the community), but in the meantime, the current feature set will have to do. This is a suggestion I'll take to heart though, and thanks for your comments. You will need your server provider to set this up for you if you are not under a dedicated server. Most should be able to do this for you, just direct them here, here and here. If they are concerned about security, be sure to let them know that the entire project is open-source and hosted on Google Code, so they are free to compile the program themselves if they are uncomfortable downloading an executable directly.
  15. DayZ Anti-Hax v0.4 has been released. For a full list of changes and a download link, please click here to be redirected to the project's Google Code page.
  16. There's nothing unusual to report in the logs. It sounds like either a helicopter or something exploded or someone was using grenades and/or satchel charges (i.e. there are possible legitimate reasons for what you experienced). Also, in the future, please send me a private message or an email for reports like this. I want to keep this thread strictly on-topic. Thanks in advance. DayZ may only have one "real" developer, Rocket, but it does have support staff, one of whom is Jens, the individual I spoke to and the one spearheading the DayZ Community Banlist. I also spoke to Dwarden, a developer at Bohemia Interactive.
  17. I don't understand, there's nothing to sign up for here. This is a server-side console application for DayZ servers. Were you kicked from a server running this program?
  18. DayZ Anti-Hax includes a modified version of remoteexec.txt specifically designed to ensure that anything that appears in remoteexec.log can be considered a hack. As of right now, it is the same as the one available from the DayZ Community Banlist. For example, those explosion effects you mention are one of the many I consider false-positives and filter out to prevent inappropriate banning. Again, I've tried to take a conservative route with this tool; it won't ban all hackers, but it will certainly catch many. It also isn't for everyone; if you don't trust it, don't use it. That said, quite a few servers are now running this tool with positive results.
  19. The DayZ Community Banlist is an intuitive started by a DayZ developer. Any bans submitted require concrete evidence, otherwise the ban is discarded. Each ban is carefully examined manually. This combined with the fact that DayZ Anti-Hax does not push bans to the list, only pulls makes this feature of the program almost fool-proof. EDIT: Added an FAQ entry about this, thank you.
  20. As one of the server managers, I can confirm this incident did indeed occur (I was actually playing at the time as you can see towards the end of the video -- my in-game name is 'Grey Echo'). We have taken measures to prevent something like this from happening again. I'm sorry for the inconvenience.
  21. My temporary solution above still stands for server owners/operators while we wait for an updated scripts.txt file.
  22. Having similar issues with #55. Comment (i.e. add // to the beginning of) this line in the latest scripts.txt to prevent kicking for #55 from occuring: 1 setVehicleInit !"\"setVehicleInit\","
  23. Here's what I've come up with (untested, but it should work): http://pastebin.com/BUdTMVKL
  24. To whom it may concern, I realize this probably isn't the best place for this, but I haven't heard from any of the staff regarding my new server request for twelve days. I've sent emails to every applicable email address, private messaged some members of the server staff, and just about everything else I could possibly think of. I realize you guys are backed up on emails, but the hardware costs are getting to me and I really need a decision before the next payment is due. If a staff member could please private message me to request the information of the original email or respond to the email itself, I'd greatly appreciate it, and thanks again for all your hard work. Again, I know you guys are busy, and I'm not trying to get any special treatment here, I just want to be sure my request wasn't lost and is still pending. Regards.
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