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jeffplsgo

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About jeffplsgo

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    I eat waffles.
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    herpes
  1. I've been researching this problem since servers are getting destroyed due to this. The exploit only works on the createUnit that has the init in it's array. The init will execute on all players on the server and bypass the remoteexec.txt filter which you really do not want happening. Vunerable: type createUnit [position, group, init, skill, rank] However you can also use createUnit another way, which doesn't have the vulnerability: Not vulnerable: group createUnit [type, position, markers, placement, special] As you can see this one has no init and therefore is not vulnerable. If BI could remove the old one in total from Arma we could just transform our scripts to work with the new one. Init, skill and rank can still be set with a simple work-around: setVehicleinit (replaces init, this will get checked by remoteexec.txt filter) setSkill setRank EG: old way: _unit = "US_Pilot_Light_EP1" createUnit [position player, group player, "bla bla bla;", 6, "MAJOR"]; new way: _unit = group player createUnit ["US_Pilot_Light_EP1", position player, [], 0, "NONE"]; _unit setRank "MAJOR"; _unit setSkill 6; _unit setVehicleinit "bla bla bla;"; These scripts will both do exactly the same. BI doesn't even need to fix it. Just remove the vulnerable one. Till we get a fix: If you need a unit that doesn't need to move I suggest using createVehicle If you need an actual AI unit you're pretty f**ed. The only proper way to be cheater proof is to only use createUnit serversided and setup a scripts.txt filter for createUnit If you don't need AI you can just remove all the createUnit's in your mission and setup a script.txt filter for createUnit
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