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Urgent ExileMod fix

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This fixes an exploit where a player can hotwire a vehicle or do a safe hack and thermal scan it after for the pin code

(Whoever wrote that code initially 🤦‍♀️)


ExileServer_object_lock_network_hotwireLockRequest and ExileServer_object_lock_network_hackLockRequest in server files, comment out the line with setVariable ["ExileLastLockToggleAt", time];

Thanks to @gogsworld and @Monkeynutz2010 for finding it

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If you close the door of the safe after hacking you can still scan it then. Already shared that "fix" a while ago till i saw you can still do it 😄 

Edit: I found a simple way to restrict that ^^
Override for ExileClient_object_lock_toggle.sqf with the code below.

 * ExileClient_object_lock_toggle
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
private["_condition", "_object", "_known", "_pincode", "_hackAttempts"];
_condition = _this;
_object = ExileClientInteractionObject;
ExileLockIsShown = true;
_known = _object getVariable ["ExileAlreadyKnownCode",""];
_hackAttempts = _object getVariable ["ExileHackAttempts", 0];
if ((_known isEqualTo "") || ExileClientPlayerIsInCombat || (_hackAttempts > 0)) then
	_pincode = 4 call ExileClient_gui_keypadDialog_show;
	_pincode = _known;
if!(_pincode isEqualTo "")then
	["lockToggle",[netId _object,_pincode,_condition]] call ExileClient_system_network_send;
call ExileClient_gui_interactionMenu_unhook;
ExileLockIsShown = false;

Some more:

## Fix for re-placing objects with locks to avoid getting scanned (And for placing containers/safes and setting a pincode for the first time but didn't show the code if you scan it).

Line 22 add

_object setVariable ["ExileLastLockToggleAt", time]; 

Line 60 add

_door setVariable ["ExileLastLockToggleAt", time];


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