[solved] Disable antihack for playerIDs

[solved] Disable antihack for playerIDs

« posted: Jun 22, 2016, 11:05 PM »
Hi,

With friends we are creating an "event" server based on wasteland, we would use custom scripts for admins, i managed to execute the scripts for a specific playerID but i can't manage to disable antihack for a specific playerID, can someone help me with that?

(tried "if((getPlayerUID player) in ["PLAYER_ID_HERE"]) exitWith {systemChat "no anti-hack";};"" and managed to stop the antihack to kick the player but i get killed... where do i have to use that to disable all antihack for specific PlayersIDs?

Thanks
  • Offline AgentRev
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Re: Disable antihack for playerIDs

« Reply #1 posted: Jun 22, 2016, 11:06 PM »
what is the specified reason for the kick

Re: Disable antihack for playerIDs

« Reply #2 posted: Jun 22, 2016, 11:20 PM »
No reason, get killed & game close with a kind of error starting by "A3W"
  • Offline AgentRev
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Re: Disable antihack for playerIDs

« Reply #3 posted: Jun 22, 2016, 11:23 PM »
No I mean in the server RPT log or database, it's gonna say the reason, what is it?

Re: Disable antihack for playerIDs

« Reply #4 posted: Jun 22, 2016, 11:37 PM »
At crash we got this:

Code: [Select]
23:10:56 "KILLED by <NULL-object>"
23:10:56 WARNING: Function 'name' - Apfelstrudel is dead
23:10:56 WARNING: Function 'name' - Apfelstrudel is dead
23:10:57 WARNING: Function 'name' - Apfelstrudel is dead
23:10:57 WARNING: Function 'name' - Apfelstrudel is dead
23:10:58 WARNING: Function 'name' - Apfelstrudel is dead
23:10:58 WARNING: Function 'name' - Apfelstrudel is dead
23:10:59 WARNING: Function 'name' - Apfelstrudel is dead
23:10:59 WARNING: Function 'name' - Apfelstrudel is dead
23:11:00 WARNING: Function 'name' - Apfelstrudel is dead
23:11:00 WARNING: Function 'name' - Apfelstrudel is dead
23:11:01 WARNING: Function 'name' - Apfelstrudel is dead
23:11:01 WARNING: Function 'name' - Apfelstrudel is dead
23:11:02 WARNING: Function 'name' - Apfelstrudel is dead
23:11:02 WARNING: Function 'name' - Apfelstrudel is dead
23:11:03 WARNING: Function 'name' - Apfelstrudel is dead
23:11:03 WARNING: Function 'name' - Apfelstrudel is dead
23:11:04 WARNING: Function 'name' - Apfelstrudel is dead
23:11:04 WARNING: Function 'name' - Apfelstrudel is dead
23:11:05 WARNING: Function 'name' - Apfelstrudel is dead
23:11:05 WARNING: Function 'name' - Apfelstrudel is dead
23:11:06 WARNING: Function 'name' - Apfelstrudel is dead
23:11:06 WARNING: Function 'name' - Apfelstrudel is dead
23:11:07 WARNING: Function 'name' - Apfelstrudel is dead
23:11:07 WARNING: Function 'name' - Apfelstrudel is dead
23:11:07 Ragdoll - loading of ragdoll source "Soldier" started.
23:11:07 Ragdoll - loading of ragdoll source "Soldier" finished successfully.
23:11:07 Error in expression <vehicle player allowDamage true;

Then a looooooooot of repeats of this:
Code: [Select]
if (g00d_Metallica == 1) then
{
fnc_usec_da>
23:11:07   Error position: <g00d_Metallica == 1) then
{
fnc_usec_da>
23:11:07   Error Variable indéfinie dans une expression: g00d_metallica
23:11:07 File mpmissions\__CUR_MP.Tanoa\HWaste\cargod.sqf, line 55
23:11:07 Error in expression <vehicle player allowDamage true;

And at total end of file, after the repeats of the past code, there is this:
Code: [Select]
23:11:37   Error Variable indéfinie dans une expression: g00d_metallica
23:11:37 File mpmissions\__CUR_MP.Tanoa\HWaste\cargod.sqf, line 55
23:11:38 EPE manager release (16|40|0)
23:11:38 Number of actors in scene after release: 16
23:11:38 EPE manager release (0|16|0)
23:11:39 SimulWeather - Cloud Renderer - noise texture file is not specified!
23:11:41 Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";]
23:11:41 Deinitialized shape [Class: "I_G_Soldier_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla1_1.p3d";]
23:11:41 Deinitialized shape [Class: "I_G_Soldier_M_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla3_1.p3d";]
23:11:41 Deinitialized shape [Class: "B_recon_F"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";]
23:11:41 Deinitialized shape [Class: "B_Competitor_F"; Shape: "a3\characters_f\civil\c_poloshirtpants.p3d";]
23:11:41 Deinitialized shape [Class: "I_G_Soldier_AR_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";]
23:11:41 Deinitialized shape [Class: "I_G_engineer_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";]
23:11:41 Deinitialized shape [Class: "O_recon_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";]
23:11:41 Deinitialized shape [Class: "I_medic_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";]
23:11:41 Deinitialized shape [Class: "I_Soldier_lite_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";]
23:11:41 Deinitialized shape [Class: "I_soldier_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
23:11:41 Deinitialized shape [Class: "C_man_1_1_F"; Shape: "a3\characters_f\civil\c_citizen1.p3d";]
23:11:41 Deinitialized shape [Class: "I_G_Soldier_LAT_F"; Shape: "a3\characters_f_bootcamp\guerrilla\ig_guerrilla_6_1.p3d";]
23:11:41 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
23:11:41 Error: weapon [bipod_01_F_snd] still has its shape, ref_count=49
23:11:41 Error: weapon [bipod_01_F_blk] still has its shape, ref_count=20
23:11:42 Class Default destroyed with lock count 2
23:11:42 Class Library destroyed with lock count 2
23:11:42 Class GunFire destroyed with lock count 2
23:11:42 Class Table destroyed with lock count 2
23:11:42 Class T0 destroyed with lock count 2
23:11:42 Class T1 destroyed with lock count 2
23:11:42 Class T2 destroyed with lock count 2
23:11:42 Class T3 destroyed with lock count 2
23:11:42 Class T4 destroyed with lock count 2
23:11:42 Class T5 destroyed with lock count 2
23:11:42 Class T6 destroyed with lock count 2
23:11:42 Class T7 destroyed with lock count 2
23:11:42 Class T8 destroyed with lock count 2
23:11:42 Class T9 destroyed with lock count 2
23:11:42 Class T10 destroyed with lock count 2
23:11:42 Class T11 destroyed with lock count 2
23:11:42 Class T12 destroyed with lock count 2
23:11:42 Class T13 destroyed with lock count 2
23:11:42 Class T14 destroyed with lock count 2
23:11:42 Class T15 destroyed with lock count 2
23:11:42 Class T16 destroyed with lock count 2
23:11:42 Class T17 destroyed with lock count 2
23:11:42 Class T18 destroyed with lock count 2
23:11:42 Class T19 destroyed with lock count 2
23:11:42 Class T20 destroyed with lock count 2
23:11:42 Class T21 destroyed with lock count 2
23:11:42 Class T22 destroyed with lock count 2
23:11:42 Class GunClouds destroyed with lock count 2
23:11:42 Class Table destroyed with lock count 2
23:11:42 Class T0 destroyed with lock count 2
23:11:42 Class ItemCore destroyed with lock count 2
23:11:42 Class Armory destroyed with lock count 2
23:11:42 Class InventoryItem_Base_F destroyed with lock count 2
23:11:42 Class InventoryUnderItem_Base_F destroyed with lock count 2
23:11:42 Class bipod_01_F_snd destroyed with lock count 2
23:11:42 Class ItemInfo destroyed with lock count 4
23:11:42 Class bipod_01_F_blk destroyed with lock count 1
23:11:43 EyeX could not be shut down cleanly. Did you remember to release all handles?
23:11:43 Extensions:

The "cargod.sqf" is a vehicle god script that i found on internet, don't know how it really works
  • Offline AgentRev
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Re: Disable antihack for playerIDs

« Reply #5 posted: Jun 22, 2016, 11:42 PM »
You literally put a scriptkiddie hack in the mission. What kind of joke is this? Like, really.

Re: Disable antihack for playerIDs

« Reply #6 posted: Jun 22, 2016, 11:55 PM »
Just wanted to add a car god because we need this for events, i don't this that's forbidden, if it is just delete this thread
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Re: Disable antihack for playerIDs

« Reply #7 posted: Jun 23, 2016, 12:00 AM »
if you want to make a car invincible, login as admin, get in as driver and execute "vehicle player allowDamage false" in the debug console from the Pause menu, don't use a hackscript it's beyond ridiculous. It's like trying to dig a hole with a nuclear warhead.

Re: Disable antihack for playerIDs

« Reply #8 posted: Jun 23, 2016, 12:07 AM »
It's like trying to dig a hole with a nuclear warhead.

love this

Okay fine i'll do that

Re: Disable antihack for playerIDs

« Reply #9 posted: Jun 23, 2016, 12:18 AM »
Okay so i tested just with that you gave me, same issue got killed, game crashed (see screenshot) but no rtp created this time
  • Offline AgentRev
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Re: Disable antihack for playerIDs

« Reply #10 posted: Jun 23, 2016, 12:21 AM »
Yes the server permanently flagged you, you need to remove the flag from the database.

Re: Disable antihack for playerIDs

« Reply #11 posted: Jun 23, 2016, 12:23 AM »
Sorry for the noob question but were do i remove that?
  • Offline AgentRev
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Re: Disable antihack for playerIDs

« Reply #12 posted: Jun 23, 2016, 12:24 AM »
what is your database type?

Re: Disable antihack for playerIDs

« Reply #13 posted: Jun 23, 2016, 12:27 AM »
MySQL, using extDB
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Re: Disable antihack for playerIDs

« Reply #14 posted: Jun 23, 2016, 12:29 AM »
go in the AntihackLog entries, and change KickOnJoin from 1 to 0. Also ActionValue will tell you why you got flagged.