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This repository has been archived by the owner on May 24, 2022. It is now read-only.
I remember that the spending wasn't "thread safe", but I think we figured that a random double spend wouldn't be a big deal
but obviously getting it to -1 is 😄
the real fix would be doing all spending on the server, with proper event passing to ensure that the var is only updated from a single source
What if you have 10 players with fortify tool? Will it discard building or hold payments?
Actually we have modified version of acex with progress bar and because of my mistake we got easy reproducible breach and players were happy to use it
Arma 3 Version:
1.94
(stable)CBA Version:
3.11.1
(stable)ACE3 Version:
3.12.6
(stable)ACEX Version:
3.4.2
(stable)Mods:
Description:
ACEX/addons/fortify/functions/fnc_updateBudget.sqf
Lines 26 to 27 in 75ce0f6
Would be nice to have result of sum limited by 0.
Steps to reproduce:
[west, 7, [["Land_TentA_F", 5],["Land_SandbagBarricade_01_half_F", 3]]] call acex_fortify_fnc_registerObjects;
Where did the issue occur?
The text was updated successfully, but these errors were encountered: