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BattlEye Filter Setup And OA Taxonomy
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page is the operator guide for BattlEye filter setup on a public WASP Warfare server. It documents the one shipped filter file, the complete AFK-kick flow it enables, the OA-era filter file taxonomy an operator must supply, and how to verify that filters load. The security posture summary lives in External Integrations; this page is the actionable setup companion to it.
Only one BattlEye file is committed to the repository (BattlEyeFilter/ at repo root, not inside the mission folder):
| File | Full content | Purpose |
|---|---|---|
BattlEyeFilter/publicvariable.txt |
//new then 5 "kickAFK"
|
Enables BattlEye-mediated AFK kick. Rule 5 = kick any client that broadcasts the named variable. |
There is no scripts.txt, createvehicle.txt, setvariable.txt, setdamage.txt, deletevehicle.txt, mpeventhandler.txt, basic.cfg or server.cfg in the repository. The repo cannot claim shipped public-server BattlEye hardening beyond the single kickAFK rule. (BattlEyeFilter/publicvariable.txt:1-2; confirmed by External Integrations.)
A .docx README (BattlEyeFilter/READ ME FIRST - Using BattlEye filter to auto kick.docx) accompanies the filter. Its content is captured in this page.
The shipped publicvariable.txt rule is the endpoint of a multi-step client-side flow. No serverCommand path is used; that command is unavailable or disabled in the OA multiplayer context, which is why BattlEye is the kick mechanism.
WFBE_C_AFK_TIME is a lobby parameter exposed to the server operator via Rsc/Parameters.hpp:51-56. Its allowed values and defaults are:
| Values (minutes) | Default |
|---|---|
| 1, 5, 10, 15, 20, 30 | 15 |
At single-player / non-multiplayer (solo testing), updateclient.sqf:27 hard-sets WFBE_C_AFK_TIME = 10 via missionNamespace setVariable. In multiplayer the lobby value is used directly.
Client/FSM/updateclient.sqf:28-29:
_rawInactivityTimeout = missionNamespace getVariable "WFBE_C_AFK_TIME";
_inactivityTimeout = _rawInactivityTimeout * 60;
The raw value (minutes) is multiplied by 60 to produce seconds. When WF_Debug is true, _inactivityTimeout is further multiplied by 99999 so AFK kick never fires during debug sessions (updateclient.sqf:31).
While the elapsed time since last movement approaches the timeout, the client loop shows hint warnings:
- More than 120 seconds remaining: hint every 30 seconds with minutes remaining (
updateclient.sqf:153-155). - 120 seconds or fewer remaining: hint every loop tick with seconds remaining (
updateclient.sqf:157-159).
The WASP_AFK variable is broadcast globally (via player setVariable [..., true]) when the countdown drops below 600 seconds, and cleared when the player becomes active again (updateclient.sqf:132-136). This drives minimap AFK markers visible to other players.
When _elapsedTime > _inactivityTimeout (updateclient.sqf:139):
-
AFKthresholdExceededNameis set to the player name and sent to the server viapublicVariableServer(updateclient.sqf:145-146). The server receives this for its own logging/record but does not itself execute a kick. -
kickAFKis set toformat["%1 Kicked for AFKing", _namePlayer]and broadcast to all machines viapublicVariable(updateclient.sqf:148-149).
BattlEye intercepts the kickAFK broadcast from that client and, if publicvariable.txt rule 5 "kickAFK" is loaded, kicks the broadcasting player. The client loop exits via the !_afkKickRequested guard (updateclient.sqf:43).
serverCommand is not available to clients in Arma 2 OA multiplayer. The BattlEye filter is the only mechanism by which a client can trigger its own kick without server-side authority intervention. This is intentional by design; the comment at updateclient.sqf:138 states: "request the real BattleEye kick through the public variable filter."
BattlEye filter files are read from the directory pointed to by BEpath in server.cfg. If BEpath is not set, the default location is a battleye/ subdirectory under the server profile/userdata directory.
Copy BattlEyeFilter/publicvariable.txt (repo root) into your active BEpath directory alongside any other filter files you create. The file must be named exactly publicvariable.txt (lowercase).
The following table lists the filter files relevant to Arma 2 OA. Each file controls a specific class of client action; BattlEye applies rule entries in order and kicks/logs on a match. Do not list remoteexec.txt — remoteExec and remoteExecCall are Arma 3 commands and do not exist in OA.
| File | What it filters | WASP relevance |
|---|---|---|
publicvariable.txt |
publicVariable / publicVariableServer / publicVariableClient broadcasts by name |
Required. Repo ships rule 5 "kickAFK". All other channels (PVF, supply, attack waves, etc.) are currently unfiltered; see Public Variable Channel Index. |
scripts.txt |
Script commands executed on a client (covers client-side createVehicle, createUnit, addWeapon, etc.) |
High value for public servers; prevents script injection and unsanctioned unit spawning from client machines. Not present in repo. |
createvehicle.txt |
createVehicle calls from clients |
Supplement to scripts.txt; catches direct classname spawns. Not present in repo. |
setvariable.txt |
setVariable calls from clients |
Protects mission namespace and object variable manipulation. Not present in repo. |
setdamage.txt |
setDamage calls from clients |
Prevents client-triggered instant damage/destruction. Not present in repo. |
deletevehicle.txt |
deleteVehicle / deleteGroup calls from clients |
Prevents unauthorized object deletion. Not present in repo. |
mpeventhandler.txt |
addMPEventHandler registrations from clients |
Restricts unauthorized event hook registration. Not present in repo. |
Additional OA filter files (lower priority for most servers): setpos.txt, teamswitch.txt, selectplayer.txt, attachto.txt, cargo*.txt, waypointcondition.txt. Include these if your server population and threat model warrant them.
Each line in a BattlEye filter file is one rule. The format is:
<action_code> "<regex_pattern>"
| Action code | Meaning |
|---|---|
1 |
Log to BEserver.log only |
2 |
Log and kick |
3 |
Log and kick (alternative) |
4 |
Log and ban (1 minute) |
5 |
Kick (no log to ban list) |
7 |
Kick and log |
The shipped rule 5 "kickAFK" uses action code 5: kick any player whose client broadcasts a variable matching the pattern kickAFK (exact string match as BattlEye treats the pattern as a regex; kickAFK with no regex metacharacters matches exactly that variable name).
The first line of publicvariable.txt is //new — this is a comment marker BattlEye ignores.
BattlEye logs filter-load events to the server's BattlEye/BEserver.log. On startup, look for a line similar to:
Filter(publicvariable.txt) loaded
If the file is missing from the active BEpath or is unreadable, BattlEye will not report loading it. Test the AFK kick path in a local non-dedicated or LAN server by setting WFBE_C_AFK_TIME = 1 in the lobby and confirming that a stationary client is kicked after approximately 60 seconds. Check BEserver.log for a Kicked entry referencing kickAFK to confirm the filter fired (rather than the kick coming from a different path).
- Locate your active
BEpath(or create abattleye/directory under your server profile). - Copy
BattlEyeFilter/publicvariable.txtfrom the repo into that directory. - Create additional filter files (
scripts.txt,createvehicle.txt, etc.) appropriate for your server's public exposure. The repo provides no template for these. - Set
WFBE_C_AFK_TIMEin the lobby to your preferred timeout (default 15 minutes;Rsc/Parameters.hpp:29-34). - After server startup, confirm
Filter(publicvariable.txt) loadedappears inBEserver.log. - Record the full
BEpath, all active filter files and their versions in your deployment inventory (see Server Ops Runbook).
- External Integrations — canonical security posture: what the repo ships and what it explicitly does not claim to protect
-
Public Variable Channel Index — full inventory of every
publicVariablechannel; the design surface for extendingpublicvariable.txtbeyondkickAFK - Networking And Public Variables — architecture overview of PVF dispatch, trust boundaries and authority model
- Server Ops Runbook — deployment inventory checklist, missing artifact register and release steps
-
Variable And Naming Conventions —
WFBE_C_*parameter naming conventions referenced above
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