Jump to content
Sign in to follow this  
viperx

Please fix this remoteexecution exploit in createunit function

Recommended Posts

Every Arma2OA armaplayer may have noticed the result of this exploit like masskilling script kiddies and so on.

http://dev.withsix.com/issues/75896

So @community please upvote this issue at the Issue Tracker.

@Dwarden please close this fuckn exploid like in arma 3.

It cannot be that BIS is still selling this game without closing such security holes!

Share this post


Link to post
Share on other sites

2 days gone and not even 1 official statement....

Here some steam statistics what player play at the moment:

Arma 2 OA 13,590 ingame

Arma 3 31,105 ingame

DayZ Standalone 21,664 ingame

Is this the way you deal with a game that still is played from so many player???

Edited by viperx

Share this post


Link to post
Share on other sites

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

Edited by jeffplsgo

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×