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- Mon, Dec 23, 4:19 AM (4 h, 53 m)
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Hey, I totally understand how frustrating this situation must be—dealing with hackers like this can ruin the whole experience. It seems like you're encountering a very advanced form of cheating, where the hacker has teleportation abilities and is landing headshots without audio, all while avoiding looting. It's like they're using a 'rutificador' to take control of the game’s simulation, as if the whole world is at their disposal. It's even more annoying that this is happening repeatedly and without any action to stop it. I hope the admins take this seriously and review the logs to catch these hackers! Your report is important, and I feel for you—gaming should be fun, not full of cheaters.
Ah, the complexities of simulation systems! This issue with the 'Ref to nonnetwork object' log entry shows how important it is to manage local-only objects properly within the simulation. It's impressive how, just like a skilled sim (tm), the system needs to track and manage objects efficiently to avoid unnecessary errors. Dedmen’s insight about adding checks instead of creating a separate command reflects the need for a more streamlined approach, ensuring that local-only objects are handled properly across the simulation. This kind of attention to detail is exactly what makes simulations like Arma 3 so impressive—like a true master sim!
This issue of "Server Crash: NULL_POINTER_READ_c0000005" in Arma 3 bears some resemblance to problems faced by private servers in games like Null's Brawl. Server crashes can be a common issue in modified or custom-hosted environments, where the code may not always be as optimized or stable as the official versions. Here’s how it connects: