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Timer Block Bug/Exploit with terrific possibilities

Discussion in 'Bug Reports' started by Kuroshi, Jul 17, 2018.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Kuroshi Trainee Engineer

    Messages:
    3
    1. Load up any world
    2. Build a grid with a warhead
    3. Assign Space Pirates or any other enemy as owner
    4. build a timer block on the same grid
    5. Here's the first problem: You can put things you don't have access to in timer blocks. It won't do anything just yet, but this will come in play later. Put arm warhead on/off on slot 1, detonate warhead on slot 2
    6. start the timer with any sufficient time for the next step
    7. Assign the timer's owner to the same faction as the warhead (Or do what I describe in step 8)
    8. Here's the second problem: The timer does not stop when you change it's owner. In fact, you could install the timer on an enemy ship, grind it down below hack and wait for someone to stumble upon it. They would repair it, assuming it was part of some construction, assigning the ownership to themselves and the timer would continue its deadly countdown (If well executed, this is barely a second). You could put all the warheads the structure possesses in the timer, probably destroying the whole construction with just this one timer
    9. Explosion
     
    • Like Like x 1
  2. radam Senior Engineer

    Messages:
    1,207
    Ai ship, turn off all turrets.
     
  3. Kuroshi Trainee Engineer

    Messages:
    3
    I wanted to ask of everyone who reads this to not use the exploit as it can be game breaking in MP.
    Also wanted to mention that there are several other ways to completely screw over someone using this exploit. I have thought of a lot things that you could do that would either completely disable or completely destroy a grid, some of them in ways that would look like bugs. I used warheads in the example for mere convenience. even static grids that do not even have warheads could be screwed over by this
     
  4. Monfruie Trainee Engineer

    Messages:
    4
    Actually I find it quite fascinating. Actual hack... Even if it is a bug, I wouldnt mind having it. Sneaking in to enemy base or ship and deactivate weapons as part of an infiltration. Just something you need to consider.
     
  5. Malware Master Engineer

    Messages:
    9,862
    @Monfruie I'm afraid not. Now personally I don't play much multiplayer, but you'll find a lot of people won't agree with you. It's a potential trolling weapon and a bad one.
     
  6. Monfruie Trainee Engineer

    Messages:
    4
    There are methods to drain all components and materials from an enemy base. That is way worse imho
     
  7. Kuroshi Trainee Engineer

    Messages:
    3
    @Monfruie You're assuming this isn't possible with this exploit. You're wrong. take all connectors and set to throw out everything. Done
     
  8. Monfruie Trainee Engineer

    Messages:
    4
    No, I am not assuming, I understand the problem and the concept. Just saying, that it is possible without the timer block already.
     
Thread Status:
This last post in this thread was made more than 31 days old.