Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

11 Good


About ][niipaa

  • Rank


  • Interests
    Trolling Evil_Echo
  • Occupation
    Profession Human

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Just a heads up to anyone using this. Due to the nw Filepatching handling and security introduced in 1.50 (Yes I'm behind the times), you will need to enable Filepatching for the RTSE side (Running scripts from outside a mission or addon, basically loose files) for it work properly. RTCE (The code execution) still works without it, but to run loose scripts this is now mandatory. If you are running in an SP or Local environment (Anything non-dedicated) this can be done simply by going to your Launch Parameters, then the Advanced Tab, and then the Advanced Dropdown menu, and checking "Enable File Patching". If you are running a dedicated server and wish to use RTSE functionality, then follow Terox's advice as posted here: Best of luck in your future developments!
  2. I believe this has gone far enough. I've put almost a year of work into RTSE, and while it may not look like it, a lot of time has been dumped into creating something that was aimed to help a friend with his development goals. With his encouragement, I aimed to extend that to a community I once cherished and held dear, and always tried to give the best within my limited skill set. Perhaps I am naive, or misguided. That all being said, this thread has been derailed far enough, and is now a back and forth about server security, and whose responsibility it is. So let me lay this out as bluntly as possible. As far as server security, and to put this nail in the coffin, whether naysayers want to believe it or not: It is NOT my responsibility for other peoples servers. Plain and simple, it isn't. Had I released something that was solely meant to harm a server, then surely, it would be my responsibility for creating such an addon. But I haven't. This is no "hack tool". If you want hack tools, perhaps you should actually look towards the communities whose sole purpose is the development of things like that, that usually deal with memory manipulation, and actual injection, in the real use of the term. It is neither Bohemia's, nor my responsibility if a server owner chooses to not enable Signature Checking. That is the owner's job. It is their investment or property, it is their job to protect it. If you think that RTSE is the only addon with this kind of functionality, you are either incredibly naive, or ignorant. So please, if you have nothing to say actually pertaining to RTSE, its functionality, or its intended purpose, please refrain from bringing it here. If you want to create a bashing or awareness thread, by all means, be my guest if it is in compliance with the Forum Rules. But this is not the place. Nor is pretending that "doing this will help protect servers" is constructive. Aside from ensuring that RTSE doesn't cause some ridiculous performance drops, performance is the aim. Security is nigh pointless when I'm releasing the source with it. Why would I release the source with it? Because I BELIEVE in this community, even if no one else does.
  3. Hate to double post, but an update has been released for the few if any using this currently, changelog and link follows, and they can also be found in the main post. DOWNLOAD - V1.10 Changelog: Version 1.10 - Update #1 *Updated* - Source Files, Readme. *Added* - SAVE functionality to both RTSE and RTCE. This is the most major improvement for Update #1. Notably, it will allow you to save all entered info into either RTSE, or RTCE, and load it, all upon command. This is NOT the default behavior since not everyone will want everything they've entered to Save and Reload automatically, this gives everyone a choice on what they want. Currently it is only capable of saving one entry of code, and one entry of scripting info. I may or may not add in the functionality to save "Code Sets" and "Script Sets". Depending how well this is all received. *Added* - 4 More Parameter Areas, bringing the total up to 9. Not really sure of a script out there that could need more. *Changed* - Small layout changes to RTSE and RTCE to allow for their new SAVE, LOAD, and DEL (Delete) functionality. *Changed* - "Script Name" now reads "Script Path\Name". This should make it's entry area a little more clear on its functionality. *Removed* - Credits Text Area in both RTSE and RTCE menus. This is to allow more space for current and future changes to come. Version 1.00 - Initial Release
  4. Sadly, this will not necessarily make learning scripting easier. Depending on how you script, and your style, when you that far into it, it could theoretically facilitate it, you will still need to go out and look for tutorials, or look at scripts to learn and understand. The source is included with this though, if you wanted to look at the scripts in here. Thanks Foxxy. Awesome, thanks. While there are plenty of ways to protect and direct the mod's usage from within, it also hurts the original functionality. For example MP development, which I have done before and will always prefer, because two minds are better than one. Using a isServer and isnotDedicated check will prevent anyone else from using it in that environment. Yes, it will stop people from being able to use it on Local Hosted Servers, and it will stop them from being able to use it on Dedicated, for all about 5 seconds. Since I release the Source with everything I do, it would not take long to find that change, and simply take it out, so long as you had the most basic understanding of scripting. It seems I have more faith in the community than I should, as I all I ever want to do is help people to learn, modify, and create for a game series that in the end I feel is still lacking Vanilla wise. It's why for anything I ever made, I released source, and never asked for credit. While there are ways to prevent or circumvent the user from having access on servers, that is simply not my place. I refuse that responsibility much like LostKey from the old days. Server owners need to understand their options for security. This tool compared to what's already out for ArmA 2/DayZ/ArmA 3 is so, so small in functionality, and it's disturbing. But, BattlEye is there, Signature checking is there. I don't think anyone necessarily expects the best scenario for a potentially dangerous situation, but that's just it. It's a potential. Just like I could take the time to nerf some of the functionality within this, a server owner could take the time to use the rather ingenious methods that don't make much effort to protect themselves from things like this.
  5. I apologize, they've been added to the main post.
  6. You are absolutely right, it very well could be used for malicious activity. However, it was never developed with that in mind. It is signed, comes with keys, and signatures, all up to ArmA 3's standards. Servers can easily enforce whether or not this addon is allowed. Regrettably still, it can be used for that. I'll never make an ignorant gesture that that kind of activity would never happen. But at least there are standards in place to try and prevent it. By all means if this Addon breaks some kind of hidden clause in the EULA of ArmA 3, then that would be a different story. However it uses means that are all available within A3 itself. There are no external DLLs, or circumventions, hell 90% of the power behind it is the simplicity of BIS_fnc_spawn and BIS_fnc_MP. Should my head be wanted on the pike, and the community seeks to burn it down, I would be kind enough to remove it. But this is meant to HELP people, make more scripts and content for missions, or just for people to have fun with each other. It's not my place to strike down the hand of the ArmA gods, and tell someone how to use it. Of course as the author of it, I don't want it to be used in ruining other people's experiences. But I don't have the power to stop them either (aside from pulling it down), just so something else would take its place, more aimed for those intentions. I guess we'll have to wait and see what the overall reception is, as I'm really gunning that it will be used for more good than evil. But I guess those are famous last words.
  7. UPDATE: The Documentation is missing from the V1.10 download. Here is the Readme for those who want it: https://dl.dropboxusercontent.com/u/39688260/NW_RTSE_Readme/Readme.txt Howdy ho folks, been awhile since I've dabbled in the release field, and I figured what better time to come back, than with something I've rather selfishly held onto. I present Niipaa's Workshop - Real Time Script Engine or NW_RTSE, a powerful in-game GUI, that allows you to run Scripts in real time, even scripts that aren't located within the mission, as well as a plethora of other neat things, like a Real Time Code Engine, various tools, and other stuff. This is NOT the first tool of its kind, but it is my take on the idea. You can thank Genesis92x, as he helped convinced me that it was ready to be released, and apparently it has helped him a lot with developing Degeneration, so it can't be all bad. Not to mention he helped develop and refine a lot of its functionality. So a big shoutout to that cutie. Either way, I'll keep this short since people usually complain about my lengthy posts, and drop the link and some basic install information. DOWNLOAD - V1.10 To use it, simply press LEFT CTRL-B while in-game, and it should bring up a neat menu that is discussed a little more in depth in the Readme. To use scripts that aren't within a mission, simply create a folder in steamapps\ArmA 3 called "Scripts", and place what you want to test there. Good luck and have fun. Screenshots: Changelog: ~Niipaa
  8. ][niipaa

    VCOM AI Driving Mod

    This mod has slightly opened up the doors a little more for Convoy missions. Back in my day, AI could follow a road and see obstacles... Wait a minute, nevermind. Though it does seem like A3 took it to another level of absolute stupidity. That video still makes me cringe. Admit it, we've all seen it in countless missions, the AI's superb, Stig-like driving, but we always block it out. Thanks Dom, thanks for giving us evidence of just how bad it is, without having to boot up our games. More to the point, I look forward to helping you test more, and watching the default AI continue to outshine even the most ferocious of tactical drivers. ~Niipaa
  9. ][niipaa

    Dsync 100000 after update 1.26

    It's not just you bud, our group of 6 which usually hosts a modified Enemy Assault Takistan on a Local Server, has been hit by this. Warping team mates, or running in place, planes and helicopters breaking the laws of physics and what my eyes can perceive. Desync is constantly at 100K, and never dips. No matter what. Bear in mind, we played this exact same setup for almost a month without a hitch. Same mods, same map, same hardware and internet, not the same experience after 1.26. Pretty disappointed in this patch to be honest, and I can see my gut feeling of wanting to uninstall after seeing none of the major bugs were fixed, or bugs that have been around since Alpha are just now getting fixed, is really saddening. Not gonna harp on BI, or start a flame war, because drama doesn't solve issues. That's just my personal feelings, accrued from Alpha until now. Starting to share Alpion's stance on the whole ArmA gig. Either way, I digress. A3 as it stands for my group, is unplayable right now. Know that you are not alone Reaper. There is an issue on the Tracker, and a few early threads floating around Life Server (Ugh) forums and such. It's definitely a wider problem than just a few people with bad connections or PCs. Here's hoping it gets fixed soon, but don't hold your breath. ~Niipaa
  10. ][niipaa

    J.S.R.S. 2.2 Soundmod

    Thank you so much for the update bringing JSRS to 1.24. I know you've suffered a loss recently, and you have my condolences, and your effort means all the more for doing it while you're having a tough time. Stay classy LJ, stay classy.
  11. ][niipaa

    Arma Memes...

    Yeah, I threw it together pretty fast over the source image (as is obvious, I am no photoshop prodigy). It was late, I was talking to a fellow friend and heavy scripter, and we just kind of laughed at the idea. In response to your second paragraph, that was the idea. It was not necessarily an attempt to say ArmA was bad, but merely poking at the ever increasing loads of silly rules, horrendous bugs, and things that are still broken after 10 years the deeper down the rabbit hole you go. And obviously no disrespect was meant to the Mods here or BI, it's all just in good fun and satire, and if you come up with that word, you let me know, I'll gladly change it :D I never thought of it from your angle, and looking at it now, I can see the confusion. For the addon makers example, it was more a play on the masochistic aspect that is trying to create content or scripts for ArmA sometimes. Not that their addon or script in question sucked. I hope I cleared it up a little. It's no comedy gold, but I hope you got a cheap half grin out of it :o!
  12. ][niipaa

    Arma Memes...

    Just gonna leave this here: https://dl.dropboxusercontent.com/u/39688260/ArmAhumor.jpg (348 kB)
  13. @Alex72 - It's refreshing to hear I wasn't the only one who felt like that. I mean it's 2030+ and all... But I find it hard to believe the human body had evolved with body armor to absorb that much punishment. I digress though, glad you're liking it, and if you know anyone who would benefit from it, spread the love! #shamelessadvertisement :P @Genesis92x - Oh you sir. So silly! GO FIX YOUR AI SCRIPTS!
  14. I didn't really have any plans on releasing this, so I'm just kind of going to cut to the chase. Essentially this was made for the group I played with, as we were tired of the firefight pacing, and the fact that regardless of range, it took anywhere from 4-6 5.56 rounds to kill someone. Consistent testing before I made changes revealed a Mk.20 at point blank range, took 5 shots to the torso of an AAF Autorifleman to kill him. This was from the front and then the same results were yielded firing in the back. Now, I am no ballistics expert, I did not go out and research each individual cartridge, these values are most likely far and away from the real thing, and I'm fine with that. What this addon does, is simply adjust the airfriction, hit, and speed values of the popular small arms in vanilla A3 (9mm, .45ACP, 5.56mm NATO, 6.5mm (case and caseless), and 7.62). As well as their tracer versions, if they exist. The reason for this release is the resounding cries of success that my group has passed, which have encouraged me to hopefully help out other small groups of friends who are looking to have their fights go a little more like ArmA 1 or 2. As it stands now, since 5.56 was my main concern, it stands at about 2-3 shots to kill an enemy, unsuppressed. Again, not claiming it's real, but it's much more enjoyable for gaming I personally feel. Without further ado: Download If there's enough of a call to, I can sign this. I just haven't set up my DSKey2 since ArmA 2, and again, without a plan for release, it currently stands unsigned. Hope it brings some fun to some people. Peace.
  15. ][niipaa

    Our friend Randy Stratton is dying

    I haven't spoken to Randy since 2007/2008, back when Emery introduced me as Blackdeath to Loki and the bandit crew. Hands down some of my best nights skipping school to work on ArmA (No regrets) were spent BSin with Randy. He was just one of the best people I could have possibly had the chance to meet, and the memories I have of those years still impact my character today. He instilled in me knowledge well beyond his own years, and for that I'll always be grateful. Rest in peace buddy, sorry we couldn't of spent more time together, and that you had to go so soon. My deepest condolences to all those who are feeling the loss of this great man.