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miragexl

Scripts

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Where is the file with the 'hackers' scripts.

Had someone bomb our server and Im not the owner but a admin and havn't had a chance to talk to the admin yet as we are in opposite time zones.

Thanks

Edited by DayZ Morgan

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Who hosts your server? If its HFB, I will just need the Location ID (US XXX)

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Depends who your host is... If it's HFB they are supposed to be under the log viewer section but all of the files are empty and it's been that way since the 24th.

If you have file structure access on your host try \\cfgdayz\\BattlEye under your ArmA II server install directory.

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5 Bo_Mk82

1 htelepos

1 Teleport

1 Trigger !"call BIS_fnc_inTrigger" !"if (isnil 'BIS_fnc_sceneCreateSceneTrigger' || false) then {"

5 aa12

//5 Alex //triggers at locALEXec, useless anyway

5 Alexenderp$ck

5 Alexenderpack

5 azp85

5 bomblauncher

5 teled

5 Troopman

5 Troopmon

5 U-NO-

5 gau

5 Gerk

5 "God mode"

5 GodMode

5 hacks

5 Infammo

5 "Infinite Ammo"

5 InfiniteAmmo

5 Killplayer

Is that proof?

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No scripts.txt is the file that BattlEye looks at for your local configuration... as in what scripts to kick/ban for on your server.

To actually *see* what scripts players/cheaters are running you need to look at scripts.log

  • Like 1

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My scripts.log just says //new

Ah then you're a HFB customer?

We can't edit our scripts.txt to even *add* new hacks to it sooooo seeing the log doesn't help anyway.

They made a change a few days ago that glitched all of the log files so they no longer record anything. At least it coincided with a change they made, might be DayZ but I doubt it.

Edited by Sanadorn

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So that previous obviously wasn't supposed to be there script is not reportable?

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//

//1 "player addAction" //already covered by addAction

1 "player action"

1 "vehicle player setPos"

1 "vehicle player setPosASL"

5 "(vehicle player) addEventHandler [\"handleDamage\", { false }];"

5 "player addEventHandler [\"handleDamage\", { false }];"

5 "attachObject player"

1 "(vehicle player) setPos"

1 "(vehicle player) setPosASL"

Still not proof?

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You're just quoting out of scripts.txt which has nothing to do with player conduct on your server it merely tells your server's BattlEye client how to handle certain script executions.

Part of the reason the scripts.log files is empty, I'm guessing, is because the new BattlEye version requires a new scripts.txt to tell it to log stuff to the scripts.log file... For example in your post each line with a 1 in front of it tells the BattlEye instance on your server to write that line to scripts.log.

  • Like 1

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Ah right thanks for the help; shame i can't do anything to counter these guys.

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I have updated your scripts and hopefully the tweak I made to your scripts.log will fix the logging problem.

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I'm currently trying to help a admin. hes to busy to deal with all the hackers etc.

if i add to the scripts file it will kick anyone who tries to use a script? (do i have to put in the exact script?)

can anyone supply me with a file that has a lot of the scripts on it already?

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The devs for dayz distribute a default scripts.txt along with the dayzmodDEFAULT install package however access to that file is only granted to server hosts soooooo

Bit of a pain;

Check out the replies in this thread for some examples but ultimately you need to tune it for your server and your level of comfort/knowledge of BattlEye's peculiarities. The scripts.txt file must begin with //NEW or BattlEye will rename the file to scripts_old.txt upon your next server restart. This, and a lot more, is detailed in this thread.

Edited by Sanadorn

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