This comes from the displayName within the cfgFiles. Multiple backpacks and weapons have these errors. The displayName contains something like "localize "A3_bla_bla_bla"". Reported here http://feedback.arma3.com/view.php?id=11277
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May 10 2016
You are correct. It's not good at all. That's why it needs attention.
I suggest this not turn into an argument. I have done my part in revealing a white hat.
@Killzone_Kid: You have no insight about this matter. It's not about satisfying any hacker. It's about preventing them from using this to cause mischief.
@Raoul1234: I don't know how writing a file and using bandwidth meets up. But if Wikipedia's meaning about bandwidth is wrong, then have my sincerest apologies.
By using the following script, I made my file 100mb within a minute.
spammer = {
nameSpace1 = profileNamespace;
while {true} do
{
call compile format["
nameSpace1 setVariable ['var%1%2','%3'];
", floor(random(10000000)), floor(random(10000000)), "SPAM"];
};
};
while {true} do
{
- spawn spammer;
sleep 0.1;
saveProfileNamespace;
};
At least some kind of user defined limit should be added to prevent things like this.
Remember, this has nothing to do with the network connection. It's local only.
I've tested this in my editor. It makes the file size go bigger by about 3kb per second. So imagine a hacker injecting this into a server using BIS_fnc_MP. You will play for about an hour on a server (or even more). Then your file will end at 3 x 60 x 60. Which is about 10mb. Not much. But imagine a hundred of these loops running in parallel.
You let the script happen client side. 5kb mission. Player won't even noticed it downloaded.
nameSpace1 = profileNamespace;
while {true} do
{
call compile format["
nameSpace1 setVariable ['var%1%2','%3'];
", floor(random(10000000)), floor(random(10000000)), "SPAM"];
saveProfileNamespace;
};
wich yea go figure doesn't need you to wait to download it.
What if you join a zombie server and it spams your file with random variables until it reaches 10GB in size?
When you save data it has a little prefix saying what data type it is. So for instance if you save a String, it will add a STRING prefix to your data.
So when a number is processed when loaded, it should be converted from a stored string to a number.
Same with an array. If the process of creating an array would be similar to the following example:
array = call compile "[1, 2, 3]";
Then you can change the "[1, 2, 3]" to something like
"Admin = getPlayerUID player; [1, 2, 3];"
I also found in my data a stored value containing this:
hint format["%1", getDammage player];
That could easily be changed to any desired script of the evil doer.
I suggest using this feature only server side to prevent players from injecting data that you don't want them to.
It even affects the multiplayer chat.
I thought about this exact same thing. I wanted to make an addon together with a mission that allows this. Now that you've suggested it, I will wait for a response first before I reinvent the wheel.
I reported it here.
http://feedback.arma3.com/view.php?id=11158
It's not only the HEMTT.
Seems like I looked at the wrong feature for the error. The player ID returns 5.3...+e4(some weird number). I guess that's what was wrong actually.
Vehicles still returning 0 HitPoints:
PO-30 Orca
HEMTT Transport
Other issues:
Quadbike, Hunter, Ifrit and Strider does not return HitBody
Zamak only returns wheels.
Ifrit has HitReserveWheel, but it doesn't have a reserve wheel.
Some hats from cfgWeapons can be worn, but has no model. (invisible hats)
It's one of the dialogs in a mission I am busy developing.
Thank you for the info ceeeb. What would you suggest I do to keep information per location? Maybe an array that I need to spam with publicVariable?
This function might just make onPlayerConnected obsolete.
http://community.bistudio.com/wiki/BIS_fnc_MP
It happened on a simple Gun Game mission I created yesterday also with BASE respawns.
Maybe if they enable javascript support in the dialogs at least.
Will this be getting a yes/no answer from the devs?
May 9 2016
I looked at the rate in which the overcast changes. Seems like it is set to about 2500 - 2700 seconds till the overcast is changed.
<code>
_initialOvercast = overcast;
_targetOvercast = 1;
0 setOvercast _targetOvercast;
_count = 0;
while {true} do
{
_over = overcast;
sleep 1;
hint parseText format["Current Overcast:%1<br/>Change in overcast per second:%2<br/>Time running(Seconds):%3<br/>Estimated time:%4",overcast, overcast - _over, _count, floor((_targetOvercast - _initialOvercast) / (overcast - _over))];
_count = _count + 1;
};
</pre>
these forums do not display my < b r / >
Perhaps that 1 hour is the time in which the weather setting from within the mission editor changes to the forecasted weather setting.