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AgentRev

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Everything posted by AgentRev

  1. AgentRev

    Scripting Discussion (dev branch)

    That's correct, the vanilla game doesn't contain secondary weapon attachments, however there are some addons out there with custom launcher optics, for example.
  2. AgentRev

    Scripting Discussion (dev branch)

    He's asking for a command to remove attachments from secondary weapons, not to remove the weapon itself.
  3. AgentRev

    Scripting Discussion (dev branch)

    https://community.bistudio.com/wiki/Talk:loadBackpack
  4. AgentRev

    Scripting Discussion (dev branch)

    It's been common knowledge that uniforms given to wrong sides make the target player appear in underwear, if people haven't taken that into account after so long then I don't know what to say, lol I think that a question of interest is, why are uniforms restricted in the first place? It'd be great to be able to steal uniforms to blend in with the enemy.
  5. AgentRev

    Scripting Discussion (dev branch)

    Could somebody at BIS get knowledgable devs to take a real look at scripting-related feature requests on the tracker? Half of the requests gets marked as reviewed and die off forever, and the other half doesn't even get updated, with little to nothing being resolved/implemented at all (maybe 1% of everything). Even the simplest ones that would only require a dozen lines of code in the engine. You guys actively promote modding, and even make a huge contest to further increase it, yet it feels like nearly nobody cares about giving content creators the little things they ask for. We need you, BIS! Where are you?
  6. AgentRev

    Scripting Discussion (dev branch)

    30Rnd_65x39_caseless_mag
  7. MP handlers are not really a primary concern, good coders know to stay away from them and just 5 "" up mpEventHandler.txt What would be more important is rethinking the whole BIS_fnc_MP thing (personally I just run a whitelist onto BIS_fnc_MP_packet in the server's PV event handler, and I modified BIS_fnc_MP's code into a custom function that uses a randomly-generated public variable), also completely removing legacy stuff like the createUnit command with the init field, RE, the MPF, and other shit I forget. All that crap is cancer. Okay, it could break other stuff, but it can't be worse than when setVehicleInit was removed. Another thing I will forever long for are BE filters integrated into the mission PBO for straight out-of-box filtering. Arma could simply extract them to a temp folder on mission start for BE to read them, deleting previous temp filters if there were any. No more babysitting server admins on how to install filters, all BE-enabled servers protected without lifting a finger. Like Tonic said, a man can dream.
  8. Again, because everything you've mentioned so far has very little to do with the issue that asurion is having, and you didn't seem to understand his problem, considering you were talking about SQL injection and server-side DEP. You say that giving him BE filters without explaining how to install them is not helpful, but yet you tell him to "blacklist characters or input" without any bit of explanation. Then, you go on with saying that most of these "kids" are using Cain & Abel, which doesn't have anything to do with Arma kiddies, let alone game hacking in general. Long story short, I'm just trying to point out that you're way off-track. That is exactly what BattlEye is: an adaptive script detection system. The problem is that what can be considered as "abnormal script activity" for one mission can be perfectly normal for another. As such, it is the responsibility of mission makers to write filters for their missions. There is no all-in-one infallible anti-cheat, and as such, most issues must be reviewed on a case-by-case basis in order not to cause false positives. Hence why I wrote some filters specifically tailored for the hack that asurion is having trouble dealing with.
  9. Game hacking is anything related to reverse-engineering of game clients and modifying them with the intent of gaining an unfair advantage and/or ruining the game for other players. If it doesn't involve a local installation of the game (like DDoS'ing), then it's not really game hacking, but rather network hacking in general.
  10. Maybe, but that's still unrelated to game hacking in general.
  11. That's a password cracking tool. It's got absolutely nothing to do with game hacking. It seems like you have very little idea of what you're talking about. Oh and, hello there Mr Extasy, didn't expect you to grace us of your presence.
  12. I have no idea what the heck is "C and A", and the memory editing is done on the scriptkiddie's own game, not on the server. BattlEye filters are still the most reliable way to keep scriptkiddies at bay, and if you get "tired" of updating them, then you're just lazy and it's your fault if your server gets turned upside-down.
  13. @Polymath820 : It's got absolutely nothing to do with what you've said. It's a script hack, loaded using a memory editing program, thus bypassing signature verification.
  14. This very simple remoteexec.txt filter for BattlEye is enough to block it, along with the old hack it was built upon, and all of their derivatives: 5 "BIS_fnc_MP_packet" Also, this fine selection of publicvariable.txt filters might also help: 5 "^E_X_T_A_S_Y_" 5 "FAGGOT$" 5 "GUNSTOREFUKER$" 5 "PLAYERLOL$"
  15. AgentRev

    Scripting Discussion (dev branch)

    No no no... I'm talking about a getHit to work with selection names, getHitPointDamage doesn't cut it since it only works with hitpoints, which themselves are linked to selections, but are impractical when it comes to finding the damage of a precise selection by name.
  16. AgentRev

    Scripting Discussion (dev branch)

    I wonder if we will ever see a getHit command added into the engine one day. I know how you can track hit values using HandleDamage and setVariable, but it's laughable at best compared to a proper command. I don't see how hard it could be, since setHit is already there. A getter can't be more complicated than a setter, right? Moricky, pretty please?
  17. AgentRev

    Scripting Discussion (dev branch)

    You're in the wrong section, try making a new thread there: http://forums.bistudio.com/forumdisplay.php?162-ARMA-3-MISSION-EDITING-amp-SCRIPTING
  18. AgentRev

    Scripting Discussion (dev branch)

    I would like to bring attention to a ticket which contains a very special but simple proposal that could propel Arma 3 modding the next level: http://feedback.arma3.com/view.php?id=15079 Basically, the request is to allow extending the game's config classes from a mission's description.ext, just like from an addon's config.cpp; I don't know about the level of feasibility, but I'm pretty sure it wouldn't be too hard, as description.ext already allows the creation of new classes, albeit within "missionConfigFile". A simple change like this would grant mission makers a very high level of customization, while keeping it vanilla and thus not require players to download external addons. For example, one of the things I always wanted to do is increase the "maximumLoad" value of trucks, but I oppose requiring my playerbase to download external stuff for such little modifications, as it would shy away most players and prevent newcomers to simply jump into my servers and discover my mission. The classes I'm specifically interested into are CfgVehicles, CfgWeapons, and CfgMagazines. The number of possibilities would be endless. Any other mechanism to achieve this effect would also be viable, like a config.cpp at the root of the mission PBO for example. If anyone from BIS deems this impossible, a short explanation would be great. If similar requests have already been made in the past and discussed about with devs, I'd love to be pointed to the related thread(s). Thanks. Also related: http://dev-heaven.net/issues/21591 http://forums.bistudio.com/showthread.php?108454-New-mergeConfigFile-scripting-command
  19. As said in my original post, I specifically mentioned "the "Take" event only fires after the reload is fully completed". I need it to fire at the start of the reload, not at the end.
  20. Alright, thanks nonetheless.
  21. What if the player uses the action menu to reload?
  22. Thanks, but what I am trying to do is find out when a human player manually starts to reload his gun, regardless of how many magazines he has or how much ammo that is left in the gun. If that code was adapted to a player, it would trigger every time a mag is taken from the inventory, which happens after a reload is entirely complete or when the player drops a magazine somewhere.
  23. AgentRev

    Scripting Discussion (dev branch)

    It would be very great if a getHit command was also added, to obtain the damage of given selection before processing. That would be very useful to create custom damage multipliers.
  24. Hey y'all, I am currently making a selling system, so that players can sell things directly from their inventory in exchange for money in my custom mission. However, I noticed that there are no functions to access or remove inventory items via unique IDs instead of class names. This is kind of an issue, since I want to remove items based on their location in the player's inventory (e.g. uniform, vest, backpack) and also based on the ammo count in case of magazines, but all the remove functions do not allow for such flexibility. I'm kind of surprised that nothing like has been implemented, let alone proposed before. Therefore, I have opened a feedback report explaining the situation, as well as example functions that could be implemented to fulfill this need: http://feedback.arma3.com/view.php?id=12782 The proposal also specifies a function to retrieve the magazine(s) and accessories of a weapon that is stored in the backpack. So, if you could vote, it would be really appreciated. I think this can benefit many coders if implemented. Thanks!
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