johndstill@gmail.com 172 Posted June 26, 2012 Hey Guys,I'm not sure why this isn't more emphasized, but we need to have a scripts.txt file that works and some way to make it so that good things aren't logged, only hacks. My servers create about a half gig txt file each day and its a pain in the arse to go through.Some of my servers keep getting fucked, can someone give some help?Much appreciated, Johnny Share this post Link to post Share on other sites
Lith 80 Posted July 17, 2012 Same boat as you. Every single day since Saturday I've had people fucking my server up and I'm so pissed off at the lack of response from DayZ staff on this. More and more people are reporting hackers on their servers and they don't say shit about it. However if someone posts about banning people for hacking, they get reminded they can be blacklisted for not "temp" banning and submitting a ticket. Bullshit. Fix the hacks before doing anymore updates before they kill this game. 1 Share this post Link to post Share on other sites
tonic-_- 42 Posted July 17, 2012 We didn't make 'ArmA: 2' DayZ is a mod not a game, we can't stop cheaters with a 'mod' this is something that has to be achieved from becoming an actual game. The only thing we can do is try and prevent as many cheaters as possible with what we're given so to say 'Fix the hacks before anymore updates' there is no possible way for us to stop all cheaters in a mod form.And to be even more fair, you can never stop cheaters entirely mod or actual game. They will always exist. Share this post Link to post Share on other sites
Lith 80 Posted July 17, 2012 With the amount of popularity this mod has gained and with what it has done for Arma2, I'd imagine you guys would have some serious pull with BIS. Plus I've been playing games online since 2400 baud modems. I know there will always be cheaters but when it appears as if almost nothing is being done to thwart it and we are getting threatened to be blacklisted for taking matters into our own hands. It's a serious slap in the face. Share this post Link to post Share on other sites
vekien 84 Posted July 17, 2012 With the amount of popularity this mod has gained and with what it has done for Arma2, I'd imagine you guys would have some serious pull with BIS. Plus I've been playing games online since 2400 baud modems. I know there will always be cheaters but when it appears as if almost nothing is being done to thwart it and we are getting threatened to be blacklisted for taking matters into our own hands. It's a serious slap in the face.Like stated above it is very difficulty and not the only thing on the devs plate right now, understand there are so many things going on and so much work to do that it isnt about "ignoring the problem" its about prioritizing your development.You say fix this, someone else says fix that, another guy says fix this, everyone wants something fixed or added or changed and it cant be done with the flick of a switch so things take time.Look at big games, BF3, Cod, Millions of players yet hacking still exists and its unlikely you would ever get a dev response about it other than some twitter post saying "they will be sorted". Be thankful a little here, because in the end its difficult to handle and takes time to get around.They could be fixing up exploits each arma patch, doesnt mean thats the end of hacking, they just find another way, then you patch that and they find another way, then you patch that and they find another way, then you patch that and well, you get the point. To you it seems like nothing has been done, to them, they just find ways, to the devs its a lot of work. Share this post Link to post Share on other sites
tonic-_- 42 Posted July 17, 2012 All I can say is we tried to limit some cheats with 1.7.2.x but there is only so much that we can do to try and prevent them.Bohemia and Battleye have both acknowledged the problem and hopefully with the upcoming patch 1.61 for ArmA: 2 cheat protection will go up more then what we have now, but we don't know what all is in the mix for ArmA: 2 with Battleye Anti-Cheat support and BIS internal stuff, we are not ignoring or sweeping the cheater problem under the rug.. We are well aware of the situation and the problem most cheaters are causing with servers but as i've said there is only so much that we can do. 1 Share this post Link to post Share on other sites
Lith 80 Posted July 17, 2012 (edited) Like stated above it is very difficulty and not the only thing on the devs plate right now, understand there are so many things going on and so much work to do that it isnt about "ignoring the problem" its about prioritizing your development.You say fix this, someone else says fix that, another guy says fix this, everyone wants something fixed or added or changed and it cant be done with the flick of a switch so things take time.Look at big games, BF3, Cod, Millions of players yet hacking still exists and its unlikely you would ever get a dev response about it other than some twitter post saying "they will be sorted". Be thankful a little here, because in the end its difficult to handle and takes time to get around.They could be fixing up exploits each arma patch, doesnt mean thats the end of hacking, they just find another way, then you patch that and they find another way, then you patch that and they find another way, then you patch that and well, you get the point. To you it seems like nothing has been done, to them, they just find ways, to the devs its a lot of work.Vek, I understand that the "big" games have their endless hacks but the problem with DayZ/Arma2 is lack of ability to detect or prove. It's pretty damn easy to figure out who is cheating in BF3 or COD given their nature of being able to either spectate 1st person or see someone who is 80 and 1. We can't do that in DayZ obviously because of the nature of it. However my beef is with the lack of information on trying to catch these guys. Whether it be some pointers on what scripts are most common for teleporting, choppers, airstrikes so we can decipher the logs and try to do right by our players. I think a sticky with the best information in a hidden forum like this would go a long way in terms of helping server admins detect these things. Right now we're all shooting in the dark and by doing that were at "risk" of being blacklisted.All I can say is we tried to limit some cheats with 1.7.2.x but there is only so much that we can do to try and prevent them.Bohemia and Battleye have both acknowledged the problem and hopefully with the upcoming patch 1.61 for ArmA: 2 cheat protection will go up more then what we have now, but we don't know what all is in the mix for ArmA: 2 with Battleye Anti-Cheat support and BIS internal stuff, we are not ignoring or sweeping the cheater problem under the rug.. We are well aware of the situation and the problem most cheaters are causing with servers but as i've said there is only so much that we can do.Tonic, thanks. Your response is what I was looking for and I'm sure many others are too. It just feels like everyone has been so quiet on this. I understand if you guys don't want to announce that there is work being done to thwart it but at least give a hint to some of us that are asking questions. Like I said in another thread, we want to help you guys but we need help too. I run a large community and when I get reports of hackers left and right especially from people who donate to help support my box, it's really tough to take. Thankfully most of my guys that help pay the bills understand but it scares off new people that may help support us and that's frustrating.Anyhow thanks for the responses guys. I feel a bit better knowing at least BIS is trying to work on it. In the meantime, it'd be nice if we could get some sort of detection sticky topic going somewhere on the forums to help admins. Edited July 17, 2012 by Lith Share this post Link to post Share on other sites
tonic-_- 42 Posted July 17, 2012 Vek, I understand that the "big" games have their endless hacks but the problem with DayZ/Arma2 is lack of ability to detect or prove. It's pretty damn easy to figure out who is cheating in BF3 or COD given their nature of being able to either spectate 1st person or see someone who is 80 and 1. We can't do that in DayZ obviously because of the nature of it. However my beef is with the lack of information on trying to catch these guys. Whether it be some pointers on what scripts are most common for teleporting, choppers, airstrikes so we can decipher the logs and try to do right by our players. I think a sticky with the best information in a hidden forum like this would go a long way in terms of helping server admins detect these things. Right now we're all shooting in the dark and by doing that were at "risk" of being blacklisted.Tonic, thanks. Your response is what I was looking for and I'm sure many others are too. It just feels like everyone has been so quiet on this. I understand if you guys don't want to announce that there is work being done to thwart it but at least give a hint to some of us that are asking questions. Like I said in another thread, we want to help you guys but we need help too. I run a large community and when I get reports of hackers left and right especially from people who donate to help support my box, it's really tough to take. Thankfully most of my guys that help pay the bills understand but it scares off new people that may help support us and that's frustrating.Anyhow thanks for the responses guys. I feel a bit better knowing at least BIS is trying to work on it. In the meantime, it'd be nice if we could get some sort of detection sticky topic going somewhere on the forums to help admins.I'm glad that you understand, I want to also note that with the influx of new people to the ArmA: 2 community there has obviously been a demand for cheats... So with that demand people who make these cheats had to come up with a solution to bypass Battleye so that their 'customers' don't receive a global ban via Battleye so these websites selling these cheats have came up with all different types of custom solutions to bypass the Battleye Script detection system which is ultimately what we (from a server host stand point) use to detect cheaters via scripts.log by using scripts.txt so it has became fairly hard to detect these cheaters, sure there are those that we will catch which are new to ArmA: 2 but there will be still a large amount paying for these bypasses getting away with it till hopefully patch 1.61 then things may change.I myself have been trying to work on a ban system just for hosters them selves to submit 100% confirmed cheaters (and not guessing who they think it was) and apply the ban to a central ban list where then with work from Rocket (this is just a idea) would implement a ban system into DayZ to read from there, but as I said this is just a idea me and a few other team members have thought of but this was never really high priority for actual DayZ Development. Share this post Link to post Share on other sites
king6887 0 Posted July 17, 2012 Would it be worth distributing a common scripts.txt file here in this forum because I'm pretty sure the default one is fairly poor. I've only had a quick look at the way it works, and understand the basis of it, but wouldn't really know where to start when adding custom entries (not looked in massive detail).The scripts log file that is being generated runs into the 2GB size for a couple of days (99% of which is likely useless) so it's a fairly large task to sift through it.Either way it's nice to know that you guys are aware of the issue and will be attempting to address it, as someone else said it's more than you'd get from larger companies such as EA. Share this post Link to post Share on other sites
Lith 80 Posted July 18, 2012 Would it be worth distributing a common scripts.txt file here in this forum because I'm pretty sure the default one is fairly poor. I've only had a quick look at the way it works, and understand the basis of it, but wouldn't really know where to start when adding custom entries (not looked in massive detail).The scripts log file that is being generated runs into the 2GB size for a couple of days (99% of which is likely useless) so it's a fairly large task to sift through it.Either way it's nice to know that you guys are aware of the issue and will be attempting to address it, as someone else said it's more than you'd get from larger companies such as EA.Wouldn't matter. There's a custom one that is pretty good but these hackers are bypassing BattlEye altogether making it irrelevant... Share this post Link to post Share on other sites
tonic-_- 42 Posted July 18, 2012 Right now the most common script being used is using call compile format the problem with logging 'call compile format' is the log file will triple and it would take a weeks worth of logging to really get a good feel on what to filter out as legitimate code. Share this post Link to post Share on other sites
cm. (DayZ) 28 Posted July 18, 2012 can you give me a heads up on how "call compile format" is being used?I don't have a problem with large log files, ours automatically get parsed and zipped for archive so space is not a huge issue. Share this post Link to post Share on other sites
tonic-_- 42 Posted July 18, 2012 When you have a report of a cheater on, try and log 'call compile format' and you'll see.They use strings like:call compile format["%1%2 %3", "add","weapon","m107_dz"];Not saying that's the exact format but it gives you an idea.Also logging call compile is another good thing as they won't always use call compile format, etc. Share this post Link to post Share on other sites
cm. (DayZ) 28 Posted July 18, 2012 Cheers, I'll add it to a server and see what I can find. Share this post Link to post Share on other sites
Blender (DayZ) 80 Posted July 18, 2012 Wrong.Very often they use something like:_str = "som"+"eth"+"ing";_s = compile _str;call _s;So logging every execVM, compile etc... and parsing scripts.log is a good thing..Got ~250 hackers atm. Share this post Link to post Share on other sites
cm. (DayZ) 28 Posted July 19, 2012 okay but how massive are your log files then? Share this post Link to post Share on other sites
king6887 0 Posted July 19, 2012 Is there any way to log who kills who? Last night our clan found a camp with an AS50 TWS in it, which afaik is not a valid gun in DayZ. Before we could get any names they were shot and killed, and we have no idea who's camp it is. There was also an excessive amount of satchel charges (like 40+) so pretty sure someone was up to no good, just can't find who. Share this post Link to post Share on other sites
cm. (DayZ) 28 Posted July 19, 2012 You guys seen this one before?pretty annoying, kicked the whole server. ]19.07.2012 17:53:59: <removed> - #189 ffects_AirDestructionStage2",_int, _t];processInitCommands; };};19.07.2012 17:53:59: <removed> - #68 city _v select 1;_dir = abs(_xv atan2 _yv);_Crater= "CraterLong" createvehiclelocal [_pos select Share this post Link to post Share on other sites
Blender (DayZ) 80 Posted July 19, 2012 cm: about 2-3 GiGs per day for each server.Also "CraterLong" script is LEGAL. It is a part of BIS_Effects_AirDestructionStage2 BIS function that locally creates craters for each client on the ground for example after explosion or heli wreck.king6887: just add "7 pipebomb" to your scripts.txt to kick for anything related with pipe bombs. Share this post Link to post Share on other sites
cm. (DayZ) 28 Posted July 20, 2012 Yeah thanks for that blender, I figured out what was causing it.2-3GB per day per server is a stupid size for a log file IMO. Share this post Link to post Share on other sites
jskibo 143 Posted July 20, 2012 Anything in here?14.07.2012 23:41:43: Tallahassee (75.51.166.143:2304) 385d3eef8650e030d5339afae3f6acd4 - #13 1];sleep 0.05;_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_A14.07.2012 23:41:43: Tallahassee (75.51.166.143:2304) 385d3eef8650e030d5339afae3f6acd4 - #13 locity [0,0,-0.1];if (local _v) then{_v setVehicleInit format ["[this, %1, %2,false,true]spawn BI Share this post Link to post Share on other sites