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Gattaca

BattleEye Restriction #14 - InfiSTAR

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@infiSTAR   (typo needs fixing) [v0077]

I keep getting a battleeye restriction 14.   (this is a fresh install of a server, no mods).  I won't go over all the details because then everyone will want to do the biblical fire and brimstone option.  

I opened up infiSTAR's scripts.txt and checked line 15 ( 1st line is a rem  line so it doesn't apply to the count) this is what I saw:

(line 15) 5 setDammage
(line 16) 5 setDamage !="orEachI.......

YES I noticed the "dammage" so I overwrote the server's scripts.txt with the one that is in my infiSTAR zip file.  (No I never touched the scripts.txt so I was puzzled).  

I checked my ZIP from infiSTAR and the scripts.txt file has the typo built in.  

While Christian fixes the typo, does anyone have the proper filter context for that line?  it would be immensely appreciated. 

 

SOLVED (fix it myself)

5 setDamage !="delete;\n            if(_netId isEqualTo '0:0')then\n            {\n                _delete setDamage 1;\n                deleteVehicle _delete;\n            }\n            else\n            {\n                ToDelet"

 

for those that want to know how to figure out a BE error ------  The scripts.log has this (which leads me to check the scripts.txt)

Spoiler

 

GUID #- #14 "delete;
            if(_netId isEqualTo '0:0')then
            {
                _delete setDamage 1;
                deleteVehicle _delete;
            }
            else
            {
                ToDelet"

then the above repeats about three times.  This lead me to check the scripts.txt

 

 

Edited by Gattaca
solved

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Hey mate

it's intentionally

5 setDammage

as setDammage with double m is a working script function but it should never be used (and it is never used like that in any exile script) therefore it always kicks when setDammage with 2 times m appears.

Your kick message stating #14 would be line 16 in the scripts.txt where it says:

5 setDamage !="orEachIndex;\n};\n}\nforeach ExileClientPlayerEffects;\nplayer setDamage (1 - (ExileClientPlayerAttributes select 0) / 100);\n_hunger" !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\n_display closedisplay 2;\n};\n};\n\ncase \"onUnload\": {\npr" !="isplay closeDisplay 2; \n};\nplayer allowDamage true;\nplayer setDamage 1;\n};\ntrue" !=" ExileClient_object_player_event_onHandleDamage}];	\nplayer setDamage 1;	\n}\nelse \n{\n\"Respawning...\" call ExileClient_util_log;\n_l" !="xile_Item_DuctTape\" in _equippedMagazines) then\n{\n_vehicle setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";\n}\nelse \n{\n[\"Rep" !="ns.sqf\"\nif (isServer) then {\n_col = _this select 0;\n{\n{\n_x setDamage 1;\n} forEach (_col nearObjects _x);\n} forEach (getArray (co" !="perature min 37;\nif (_bodyTemperature < 35) then \n{\nplayer setDamage ((damage player) + 0.1/60*_timeElapsed); \n};\nExileClientPla" !="eadgear_GasMask\" in (assignedItems player)) then \n{\nplayer setDamage ((damage player) + _damage);\n};\n};\n}\nforEach ExileContamina" !="	player setFatigue 0;\n				if(damage player > 0)then{player setDamage 0;};\n				if(!isNil'ExileRadiationThreadHandle')then\n				{\n	" !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\nif !(isNil \"BIS_RscRespawnControls_escHandler\") then " !="		player setFatigue 0;\n			if(damage player > 0)then{player setDamage 0;};\n			if(!isNil'ExileRadiationThreadHandle')then\n			{\n			" !="				if(call fnc_check_allowed_build)then\n				{\n					player setDamage 1;\n					\n					_log = format['WALL GLITCH CHECK (getIn) - @%" !="n\n				{\n					if(isObjectHidden _x)then\n					{\n						player setDamage 1;\n						_log = format['HIDDEN OBJECT: %1, %2, %3, %4, %5'," !="atic'], 250];\n	{\n		if(isObjectHidden _x)then\n		{\n			player setDamage 1;\n			_log = format['HIDDEN OBJECT: %1, %2, %3, %4, %5',_x," !"lient_action_repairVehicle_completed.sqf\"\n\n\n\n\n\n\n\n\n\n\n\n_this setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";" !="isInTraderZone;\n					if(!_inTrader)then\n					{\n						_unit setDamage _damage;\n						_log = format['%1(%2) player did not get any" !="		if(call fnc_check_if_enemy_base)exitWith\n			{\n				player setDamage 1;\n				\n				_log = format['WALL GLITCH CHECK (getIn) - @%1 " !="oast;\n}\nelse \n{\nif(_responseCode isEqualTo 5)then\n{\nplayer setDamage 5;\nExiled = \"I have tried to RE code and I am retarded!\";\np" !="or \"colorred\";};\n} else {\nif (_seedLocal > 0.9) then {\n\n_x setdamage 1;\nif (_debug) then {_marker =_x call bis_fnc_boundingboxma" !="];	\n							(call compile format[\"\"%1_Vehicle\"\", _newUnit]) setdamage 1;\n						};\n						[_newUnit, _nearestCheckpoint, _oldUnit]s" !="newObj setFuel _fuel};\nif (!isNil \"_damage\") then {_newObj setDamage _damage;};\nif (!isNil \"_orientation\") then \n{\nif ((count _o" !="xitwith {false};\nif (underwater _object) exitwith {_object setdamage 1; true};\n\n_objectArray = _object call bis_fnc_objectType;\n" !="shooter = _this select 1;\n_rating = _this select 2;\n\n_unit setdamage 1;\n_shooter addrating (_rating - rating _shooter);\nif (_uni" !="ehicle _x;\nif (!(_x isKindOf \"CaManBase\")) then\n{				\n_veh setDamage _value;			\n};\n} foreach _units\n} else {\n{\n_veh = vehicle _x" !="und==0) then\n{\n{if (_x isKindOf \"CaManBase\") then\n{				\n_x setDamage _value;			\n};\n} foreach _units\n} else {\n{if (_x isKindOf \"C" !="olt\",_pos,[],0,\"can collide\"];\n_bolt setposatl _pos;\n_bolt setdamage 1;\n};\n\n_light = \"#lightpoint\" createvehiclelocal _pos;\n_lig" !=" _logic) then {deletevehicle _explosive;} else {_explosive setdamage 1;};\ndeletevehicle _logic;\n};\n};}" !="n\n{\n\n\n\n\n\n(missionNamespace getVariable [_unitVar,objNull]) setDamage 1;\n};\n};\n\ntrue}" !="eOnState;player setVariable [		\"#rev\", 			3, true];\nplayer setDamage 1;\n};\nprivate _codeInterrupted = {[\"\", false,player] call b" !="it [_x,0];\n}\nforEach bis_revive_dmgSelectionNames;\n\nplayer setDamage 0;}" !="elect 1};\n\nparams\n[\n[\"_damageCap\",damage player,[123]],\n[\"_setDamage\",false,[true]]\n];\n\nbis_revive_dmgLethal = 0;\nbis_revive_dmg" !="ceToTarget}) exitWith\n{\nif (!isNull _rocket) then {_rocket setDamage 1; _rocket = objNull;};\nif (_destroyTarget && {!isNull _tar"

the reason for it being line 16 and not line 15 is that your first line is 

//new2

and your second line is what would kick you for #0
so you basically always have to add 2  to the # kick number to find your correct line (if you don't have any empty lines or commented out ones)

so you need to add that to the line I copied.

 

However I think I forgot to change that function before I released, in the current dev build I don't even have that piece of code anymore :)

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17 minutes ago, infiSTAR said:

Hey mate

it's intentionally


5 setDammage

as setDammage with double m is a working script function but it should never be used (and it is never used like that in any exile script) therefore it always kicks when setDammage with 2 times m appears.

Your kick message stating #14 would be line 16 in the scripts.txt where it says:


5 setDamage !="orEachIndex;\n};\n}\nforeach ExileClientPlayerEffects;\nplayer setDamage (1 - (ExileClientPlayerAttributes select 0) / 100);\n_hunger" !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\n_display closedisplay 2;\n};\n};\n\ncase \"onUnload\": {\npr" !="isplay closeDisplay 2; \n};\nplayer allowDamage true;\nplayer setDamage 1;\n};\ntrue" !=" ExileClient_object_player_event_onHandleDamage}];	\nplayer setDamage 1;	\n}\nelse \n{\n\"Respawning...\" call ExileClient_util_log;\n_l" !="xile_Item_DuctTape\" in _equippedMagazines) then\n{\n_vehicle setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";\n}\nelse \n{\n[\"Rep" !="ns.sqf\"\nif (isServer) then {\n_col = _this select 0;\n{\n{\n_x setDamage 1;\n} forEach (_col nearObjects _x);\n} forEach (getArray (co" !="perature min 37;\nif (_bodyTemperature < 35) then \n{\nplayer setDamage ((damage player) + 0.1/60*_timeElapsed); \n};\nExileClientPla" !="eadgear_GasMask\" in (assignedItems player)) then \n{\nplayer setDamage ((damage player) + _damage);\n};\n};\n}\nforEach ExileContamina" !="	player setFatigue 0;\n				if(damage player > 0)then{player setDamage 0;};\n				if(!isNil'ExileRadiationThreadHandle')then\n				{\n	" !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\nif !(isNil \"BIS_RscRespawnControls_escHandler\") then " !="		player setFatigue 0;\n			if(damage player > 0)then{player setDamage 0;};\n			if(!isNil'ExileRadiationThreadHandle')then\n			{\n			" !="				if(call fnc_check_allowed_build)then\n				{\n					player setDamage 1;\n					\n					_log = format['WALL GLITCH CHECK (getIn) - @%" !="n\n				{\n					if(isObjectHidden _x)then\n					{\n						player setDamage 1;\n						_log = format['HIDDEN OBJECT: %1, %2, %3, %4, %5'," !="atic'], 250];\n	{\n		if(isObjectHidden _x)then\n		{\n			player setDamage 1;\n			_log = format['HIDDEN OBJECT: %1, %2, %3, %4, %5',_x," !"lient_action_repairVehicle_completed.sqf\"\n\n\n\n\n\n\n\n\n\n\n\n_this setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";" !="isInTraderZone;\n					if(!_inTrader)then\n					{\n						_unit setDamage _damage;\n						_log = format['%1(%2) player did not get any" !="		if(call fnc_check_if_enemy_base)exitWith\n			{\n				player setDamage 1;\n				\n				_log = format['WALL GLITCH CHECK (getIn) - @%1 " !="oast;\n}\nelse \n{\nif(_responseCode isEqualTo 5)then\n{\nplayer setDamage 5;\nExiled = \"I have tried to RE code and I am retarded!\";\np" !="or \"colorred\";};\n} else {\nif (_seedLocal > 0.9) then {\n\n_x setdamage 1;\nif (_debug) then {_marker =_x call bis_fnc_boundingboxma" !="];	\n							(call compile format[\"\"%1_Vehicle\"\", _newUnit]) setdamage 1;\n						};\n						[_newUnit, _nearestCheckpoint, _oldUnit]s" !="newObj setFuel _fuel};\nif (!isNil \"_damage\") then {_newObj setDamage _damage;};\nif (!isNil \"_orientation\") then \n{\nif ((count _o" !="xitwith {false};\nif (underwater _object) exitwith {_object setdamage 1; true};\n\n_objectArray = _object call bis_fnc_objectType;\n" !="shooter = _this select 1;\n_rating = _this select 2;\n\n_unit setdamage 1;\n_shooter addrating (_rating - rating _shooter);\nif (_uni" !="ehicle _x;\nif (!(_x isKindOf \"CaManBase\")) then\n{				\n_veh setDamage _value;			\n};\n} foreach _units\n} else {\n{\n_veh = vehicle _x" !="und==0) then\n{\n{if (_x isKindOf \"CaManBase\") then\n{				\n_x setDamage _value;			\n};\n} foreach _units\n} else {\n{if (_x isKindOf \"C" !="olt\",_pos,[],0,\"can collide\"];\n_bolt setposatl _pos;\n_bolt setdamage 1;\n};\n\n_light = \"#lightpoint\" createvehiclelocal _pos;\n_lig" !=" _logic) then {deletevehicle _explosive;} else {_explosive setdamage 1;};\ndeletevehicle _logic;\n};\n};}" !="n\n{\n\n\n\n\n\n(missionNamespace getVariable [_unitVar,objNull]) setDamage 1;\n};\n};\n\ntrue}" !="eOnState;player setVariable [		\"#rev\", 			3, true];\nplayer setDamage 1;\n};\nprivate _codeInterrupted = {[\"\", false,player] call b" !="it [_x,0];\n}\nforEach bis_revive_dmgSelectionNames;\n\nplayer setDamage 0;}" !="elect 1};\n\nparams\n[\n[\"_damageCap\",damage player,[123]],\n[\"_setDamage\",false,[true]]\n];\n\nbis_revive_dmgLethal = 0;\nbis_revive_dmg" !="ceToTarget}) exitWith\n{\nif (!isNull _rocket) then {_rocket setDamage 1; _rocket = objNull;};\nif (_destroyTarget && {!isNull _tar"

the reason for it being line 16 and not line 15 is that your first line is 


//new2

and your second line is what would kick you for #0
so you basically always have to add 2  to the # kick number to find your correct line (if you don't have any empty lines or commented out ones)

so you need to add that to the line I copied.

 

However I think I forgot to change that function before I released, in the current dev build I don't even have that piece of code anymore :)

ok wait... if I set it back to 5 Dammage I will get the kick error.  

The 5 setDamage !="orEachIndex;\n};\n}\nforeach..... you pasted is exactly the same as I have in the scripts.txt .

 So I will still get the kick with the error that I posted with the "spoiler/reveal comments". 

 

 

Edited by Gattaca

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well I would not say idiot, battleye and arma just handle things differently from week to week it feels like :P

who would have thought that it counts the "comment" line with the whole ;)

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9 minutes ago, infiSTAR said:

well I would not say idiot, battleye and arma just handle things differently from week to week it feels like :P

who would have thought that it counts the "comment" line with the whole ;)

at least I am trying to apply learning on the BE filters :)  took two hours to figure out the spacing for the solve I made.

If I revert the scripts.txt back to what you gave me in the ZIP file I will be kicked with #14 again.  Do I need to add my fix to the end of the line? (see below) right now with this replacing "5 Dammage" I can login with infistar.   I'm in a zone of not understanding how to properly fix this.

5 setDamage !="delete;\n            if(_netId isEqualTo '0:0')then\n            {\n                _delete setDamage 1;\n                deleteVehicle _delete;\n            }\n            else\n            {\n                ToDelet"

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Hey

yes, you simply need to add it to the setDamage line (the one where damage is written with one m :-P)

!="delete;\n            if(_netId isEqualTo '0:0')then\n            {\n                _delete setDamage 1;\n                deleteVehicle _delete;\n            }\n            else\n            {\n                ToDelet"
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For those people that are interested this is the how the scripts.txt looks (or at least the offending line). SetDammage is back in and the line there after I added my error to the end of the "setDamage" exception.

 

for anyone who is having issues with BE filters I would suggest a day of researching it really will save you a lot of headaches in the long run with working with mods/BE/and Arma.

@maca134 has a fantastic web-based tool to help.  I found this AFTER the near full 8 hours of researching.  The tool lets you add an exception to the line that is giving you the error.  The page accounts for the +2 skip.  Mine was #14.  5 setDamage (on maca's page) is line 14.  You load your scripts.txt into the page.  Add or remove your exception, SAVE, upload your next scripts.txt

OR you can do it by hand (like i did) :)

 

5 setDammage
5 setDamage !="orEachIndex;\n};\n}\nforeach ExileClientPlayerEffects;\nplayer setDamage (1 - (ExileClientPlayerAttributes select 0) / 100);\n_hunger" !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\n_display closedisplay 2;\n};\n};\n\ncase \"onUnload\": {\npr" !="isplay closeDisplay 2; \n};\nplayer allowDamage true;\nplayer setDamage 1;\n};\ntrue" !=" ExileClient_object_player_event_onHandleDamage}];    \nplayer setDamage 1;    \n}\nelse \n{\n\"Respawning...\" call ExileClient_util_log;\n_l" !="xile_Item_DuctTape\" in _equippedMagazines) then\n{\n_vehicle setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";\n}\nelse \n{\n[\"Rep" !="ns.sqf\"\nif (isServer) then {\n_col = _this select 0;\n{\n{\n_x setDamage 1;\n} forEach (_col nearObjects _x);\n} forEach (getArray (co" !="perature min 37;\nif (_bodyTemperature < 35) then \n{\nplayer setDamage ((damage player) + 0.1/60*_timeElapsed); \n};\nExileClientPla" !="eadgear_GasMask\" in (assignedItems player)) then \n{\nplayer setDamage ((damage player) + _damage);\n};\n};\n}\nforEach ExileContamina" !="    player setFatigue 0;\n                if(damage player > 0)then{player setDamage 0;};\n                if(!isNil'ExileRadiationThreadHandle')then\n                {\n    " !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\nif !(isNil \"BIS_RscRespawnControls_escHandler\") then " !="        player setFatigue 0;\n            if(damage player > 0)then{player setDamage 0;};\n            if(!isNil'ExileRadiationThreadHandle')then\n            {\n            " !="                if(call fnc_check_allowed_build)then\n                {\n                    player setDamage 1;\n                    \n                    _log = format['WALL GLITCH CHECK (getIn) - @%" !="n\n                {\n                    if(isObjectHidden _x)then\n                    {\n                        player setDamage 1;\n                        _log = format['HIDDEN OBJECT: %1, %2, %3, %4, %5'," !="atic'], 250];\n    {\n        if(isObjectHidden _x)then\n        {\n            player setDamage 1;\n            _log = format['HIDDEN OBJECT: %1, %2, %3, %4, %5',_x," !"lient_action_repairVehicle_completed.sqf\"\n\n\n\n\n\n\n\n\n\n\n\n_this setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";" !="isInTraderZone;\n                    if(!_inTrader)then\n                    {\n                        _unit setDamage _damage;\n                        _log = format['%1(%2) player did not get any" !="        if(call fnc_check_if_enemy_base)exitWith\n            {\n                player setDamage 1;\n                \n                _log = format['WALL GLITCH CHECK (getIn) - @%1 " !="oast;\n}\nelse \n{\nif(_responseCode isEqualTo 5)then\n{\nplayer setDamage 5;\nExiled = \"I have tried to RE code and I am retarded!\";\np" !="or \"colorred\";};\n} else {\nif (_seedLocal > 0.9) then {\n\n_x setdamage 1;\nif (_debug) then {_marker =_x call bis_fnc_boundingboxma" !="];    \n                            (call compile format[\"\"%1_Vehicle\"\", _newUnit]) setdamage 1;\n                        };\n                        [_newUnit, _nearestCheckpoint, _oldUnit]s" !="newObj setFuel _fuel};\nif (!isNil \"_damage\") then {_newObj setDamage _damage;};\nif (!isNil \"_orientation\") then \n{\nif ((count _o" !="xitwith {false};\nif (underwater _object) exitwith {_object setdamage 1; true};\n\n_objectArray = _object call bis_fnc_objectType;\n" !="shooter = _this select 1;\n_rating = _this select 2;\n\n_unit setdamage 1;\n_shooter addrating (_rating - rating _shooter);\nif (_uni" !="ehicle _x;\nif (!(_x isKindOf \"CaManBase\")) then\n{                \n_veh setDamage _value;            \n};\n} foreach _units\n} else {\n{\n_veh = vehicle _x" !="und==0) then\n{\n{if (_x isKindOf \"CaManBase\") then\n{                \n_x setDamage _value;            \n};\n} foreach _units\n} else {\n{if (_x isKindOf \"C" !="olt\",_pos,[],0,\"can collide\"];\n_bolt setposatl _pos;\n_bolt setdamage 1;\n};\n\n_light = \"#lightpoint\" createvehiclelocal _pos;\n_lig" !=" _logic) then {deletevehicle _explosive;} else {_explosive setdamage 1;};\ndeletevehicle _logic;\n};\n};}" !="n\n{\n\n\n\n\n\n(missionNamespace getVariable [_unitVar,objNull]) setDamage 1;\n};\n};\n\ntrue}" !="eOnState;player setVariable [        \"#rev\",             3, true];\nplayer setDamage 1;\n};\nprivate _codeInterrupted = {[\"\", false,player] call b" !="it [_x,0];\n}\nforEach bis_revive_dmgSelectionNames;\n\nplayer setDamage 0;}" !="elect 1};\n\nparams\n[\n[\"_damageCap\",damage player,[123]],\n[\"_setDamage\",false,[true]]\n];\n\nbis_revive_dmgLethal = 0;\nbis_revive_dmg" !="ceToTarget}) exitWith\n{\nif (!isNull _rocket) then {_rocket setDamage 1; _rocket = objNull;};\nif (_destroyTarget && {!isNull _tar" !="delete;\n            if(_netId isEqualTo '0:0')then\n            {\n                _delete setDamage 1;\n                deleteVehicle _delete;\n            }\n            else\n            {\n                ToDelet"

There is a fantastic guide from the old days which is still informative.

http://opendayz.net/threads/a-guide-to-battleye-filters.21066/

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