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Richie

Hacked by a player with no ID

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Well we reinstalled arma 3 on the server and passworded it, and no problems as soon as we took the password off, and a few hour later he was at it again, but with a different message this time. I believe he also did something else to prevent us from getting into the mission on the server as Headhunter we couldnt get in, it would allow us to select position in the squad then bounce back to the game lobby.

I would like to know what Bohemia is doing to track this guy down, and have him prosecuted and treated him as a terrorist, cause when you look at it, it can be considered cyber terriorism. Harsh words I know, but all hackers need to be treated as terrorist. I think it would teach them a lesson, if they were detained, put in a dark cell, for several days without seeing daylight and only having basic bread and water. Then being charged with a felony as a Terriorist.

If they can hack server like this then they can be considered a threats to national security and should be treat as so.

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Oh, my goodness.

Please take the time to read what Dwarden has written on this subject.

Read the thread.

Please

Rgds

LoK

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It has been posted how to extract the hack script from memory. Maybe someone should post the new script instead of complaining about BI. No new information = no fix.

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So legal question then ... can people be prosecuted for hacking like this (ie placing malicious files or doing malicious deeds)?

Where does the law stand ?

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@Kremator

is depending where you are living....

In Europe a known hacker will goes into prision or must pay high money for his 'action' at foreign servers or client.

BUT: In China and Russia maybe is a paradise for hackers...

So,but when games servers are hacked here ,maybe the court will be laughing about this.

Other site: banking or goverment server hacking.

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Just imagine if this virus hit, when BE was implemented.

The virus could have spread from a non-BE configured server to many clients, then, those clients would go join another server, and get BE banned.

Result? A lot of banned players, and an even bigger mess.

I think You have wrong understanding of how BattlEye works thus don't worry, nobody would get globally banned because of this

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It has been posted how to extract the hack script from memory. Maybe someone should post the new script instead of complaining about BI. No new information = no fix.

Migebuff, could you give me a hint, where to find this info about "extracting script code from memory" (cant find it), please?

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BIS have introduced a bunch of fixes and additions to the scripting engine with the latest dev channel update. This hack (and a whole lot of others) should no longer work. :D

(Once the fixes become part of the main release channel, that is. Until then, only dev players/servers are safe.)

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The second stage of restrictions to secure parts of MP have been added to Development branch.

Scripted functions can be compiled using compileFinal, meaning the resulting variables can not be re-compiled, nilled or otherwise changed. Final state is carried over when copying the value or publishing it over the network. Our functions library is now compiled as final. We are working on methods to allow community function designers to be able to re-compile their work for debugging in selected areas of the game.

The most well-known vulnerable script commands were removed entirely from the game. This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes :mad:). We don't use them ourselves.

Pending how these changes work, we'll see about the logistics of making a default branch hotfix next week (not a matter of copy-paste!).

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The second stage of restrictions to secure parts of MP have been added to Development branch.

Scripted functions can be compiled using compileFinal, meaning the resulting variables can not be re-compiled, nilled or otherwise changed. Final state is carried over when copying the value or publishing it over the network. Our functions library is now compiled as final. We are working on methods to allow community function designers to be able to re-compile their work for debugging in selected areas of the game.

The most well-known vulnerable script commands were removed entirely from the game. This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes :mad:). We don't use them ourselves.

Pending how these changes work, we'll see about the logistics of making a default branch hotfix next week (not a matter of copy-paste!).

That´s some fantastic news!

Meanwhile, we´re still testing stuff

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Nice DnA and all the BIS staff :)

When will the new update go live ? I'm running the Dev build but no update yet.

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Next week he wrote.

'Pending how these changes work, we'll see about the logistics of making a default branch hotfix next week (not a matter of copy-paste!).'

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Great work guys, will be testing it tonight on our server :)

Send with tapatalk.

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Next week he wrote.

'Pending how these changes work, we'll see about the logistics of making a default branch hotfix next week (not a matter of copy-paste!).'

Next week for the stable build, I was asking about the Dev build.

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for these who are lazy to read what DnA posted :)

EXE rev. 04588

•Added: compileFinal command http://community.bistudio.com/wiki/compileFinal

•Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands

•Made all script commands final (no longer possible to reassign)

•Tweaked darkness detection and use of NVG by AI

•Minor WIP optimizations to dynamic lights

•Added: difficulty command to return high-level selected difficulty mode

•Added: getArtilleryETA script command

•

Input Array: [unit, targetX, targetY, targetZ, magazineType]

•

Returns: ETA of the first available mode (the mode the AI will probably use)

•Fixed: Glitch in blending of 2 animations masks

•Disabled using more threads for PhysX vehicle simulation for now

•Added: Functions are now compiled using newly introduced compileFinal

•Added: Functions meta data are now secured against rewriting

•Removed use of vulnerable script commands in DynO functions

•Added numberOfDoors parameter to structure configs

•Added numberOfHatches parameter to structures configs

http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog&p=2382499&viewfull=1#post2382499

+ for these who say this going break AiA (all in arma) / backward compability of missions / mods and scripts using SVI, CVI, PIC commands

just write own function replacing it

setVehicleInit = compileFinal "replacement code using new features";

... backward compability ensured

... some imagination :cool:

Edited by Dwarden

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Well all complex multiplayer dynamic mission use this kind of stuff :

26-04-2013

EXE rev. 04588

Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands

@Dwarden, is compilefinal broadcasted to all machines ?

Edited by L etranger

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compileFinal is local, the same as compile. But the code created by it is protected against rewriting by publicVariable command.

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The commands setVehicleInit, clearVehicleInit & processInitCommands were good for mission maker.

It allowed an easy way to create a new vehicle and manipulate it (ex : adding a custom addaction) so all player currently in game and the later who JIP can sync with the manipulation. Time to build my own functions to have the same result :rolleyes:

Edited by L etranger

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Updated to 0.55 104588 :)

Thank you BIS for the quick fix, I bet this caused a few late nights in the Dev shed

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@Fred

you need RAMMAP.exe from www.sysinternals.com

All the tools are freeware.So cost nothing for you and can really helps you to indicated some computer problems.

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