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Author Topic: "F" attack Exploit  (Read 766 times)
Weylin
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« on: April 25, 2009, 03:37:47 AM »

I was messing around earlier today with that starwars mod.

I flew a capital ship over the top of an enemy planet and pressed "F" and every time I ran out of power, it would shoot back up to 100%

It ONLY does this if I'm on top of the planet and am using the automatic F fighting, the moment I'm off, this behavior stops and energy drains as normal.


Not a huge exploit, but perhaps worth looking into
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NiteHawk
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« Reply #1 on: April 25, 2009, 03:52:01 AM »

I was messing around earlier today with that starwars mod.

I flew a capital ship over the top of an enemy planet and pressed "F" and every time I ran out of power, it would shoot back up to 100%

It ONLY does this if I'm on top of the planet and am using the automatic F fighting, the moment I'm off, this behavior stops and energy drains as normal.


Not a huge exploit, but perhaps worth looking into

Oh wow, I see this now, nice find, I'll check it out.
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NiteHawk
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« Reply #2 on: April 25, 2009, 10:06:13 AM »

Been doing some tests, isn't just F too, you can hit O and be in the middle of a planet and it does this. Kinda silly that no one has seen that one yet but I suppose its super rare unless your actually doing it purposly or by a random find. Guessing it is something to do with the automatic controlling, basicly automatic controlling is exactly the same as AI do. simply put.

Dunno will have to investigate it more. Apparently happens in earlier versions too  Huh
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CloakedKiller
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« Reply #3 on: April 25, 2009, 11:04:23 PM »

Interesting... I noticed this a while back, just figured it wasn't reading it right, lol. Oops!
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NiteHawk
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« Reply #4 on: April 26, 2009, 03:16:29 PM »

Having a huge issue solving this, been looking at this for a full day now. taking a break. I've tried many things, what I see is that it is the 'power used' jolting up to the negatives for a couple seconds for no reason at all but when you are in the middle of a planet. I'm not sure why this is happening. I checked the values, I found out the values that cause it, but I don't see where there being EDITED other then the specific areas I've been checking, going to branch out more later.

I though it had to do with colonies, since they never lose power really as well, but it turns out it is not.

In my test log for example this is what spiked, requirement is the power required for 'this current time', so firing guns makes it go higher, and 0 would be nothing.

requirement: 0
requirement: 250
requirement: 0
requirement: 0
requirement: 100
requirement: 0
requirement: 0
requirement: 0
requirement: -71792
requirement: 0
requirement: 0
requirement: 100
requirement: 0
requirement: 0
requirement: 0
requirement: -74857

See the negatives. that would fill your power right to full. Sad
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NiteHawk
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« Reply #5 on: April 27, 2009, 06:46:56 AM »

Been digging deeper. Keeping this as a record just in case. This is one full output of all module power.

2: 600
x0: 600 0
2: 0
x1: 0 4
2: 0
2: -10
x2: -10 16
2: -79527
x3: -79527 1
2: -79527
2: 0
x4: 0 2
2: 0
2: 0
x5: 0 6
2: 0
2: 100
x6: 100 11
2: 100
2: 0
x7: 0 12
2: 0
2: 200
x8: 200 3
2: 200
OUTPUT: -79227

x3: -79527 1
x3, module slot, -79527 is the energy given back, 1 Signifies the engine. The engines are giving back energy for some reason.

Idea: Ship is getting confused how much thrust to put into the engines while in the center of a planet and selecting that planet becuase the engines may not know where to go until a bit of gravity drift occurs, which is under a split second. From what I know, when thrusting, it uses more energy. Storage gets shot to a higher value then 100% during this time becuase the engines are putting back *5 more energy then you actually have. However it resets itself because it realises 100% is max value, however.

Ideal place to look first: BusStruct, possibly fire_thrust_forward case, and anything attached to that. impulseMod->activate(), impulseMod->host.designed->AccForward(), void ModuleClass::Thrust(), etc.
« Last Edit: April 27, 2009, 06:56:30 AM by NiteHawk » Report to moderator   Logged

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« Reply #6 on: April 27, 2009, 09:07:58 AM »

Got it Wink Solved.
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Weylin
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« Reply #7 on: April 27, 2009, 08:20:24 PM »

nice  Grin
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NiteHawk
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« Reply #8 on: April 28, 2009, 12:22:37 PM »

Yeah actually had to do with the flee command, the flee works with energy (aka using the amount of energy to flee and turn around to attack for example.

When in the middle of a planet it got confused, so trying to calculate how much energy it should use during that time it basicly errored, and gave a super high value of negative energy, thus energizing your ships energy in a instant.

Kinda confusing, but yeah :|
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