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Messages - Permaphrost

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1
Armed Assault 2 / Re: A UNIQUE new game!
« on: July 23, 2012, 02:20:55 am »
That's fast. But it's obvious that they took the concept from dayz. Even the logo and the name.
this game was in development before dayz was even popular. According to the makers.

yet nobody heard about the company and the game ...   :icon_laugh

Well i sure as shit never heard of arma or bohemia interactive before dayz.

And the way they described the gameplay was very much like dead island (progress in story and do quests to unlock new areas). Then they said they changed it to be open world, like dayz.

2
Armed Assault 2 / Re: A UNIQUE new game!
« on: July 21, 2012, 11:39:39 pm »
That's fast. But it's obvious that they took the concept from dayz. Even the logo and the name.
this game was in development before dayz was even popular. According to the makers.

3
Armed Assault 2 / Re: I've got a couple of questions..
« on: July 06, 2012, 02:35:50 pm »
good stuff.

points to my signature.

some good videos in it.  :smile

Lol. Thanks

4
Armed Assault 2 / Re: I've got a couple of questions..
« on: July 06, 2012, 01:54:30 pm »
if you dont have a bypass your going to waste a lot of money on new keys telling you right now.


btw anyone know if dayz is going to be on arma 3?


According to this: http://www.pcgamer.com/2012/06/23/day-z-arma-3-interview-optimization-map-design-radios-porting-day-z-into-arma-3/

Quote
Is there any fundamental technical hurdle that would prevent you from porting Day Z directly into Arma 3?

Hall:: I guess the thing about Day Z, it?s actually a lot easier than what Arma 2 does. And a lot of it?s in finite state machines now. I?m slowly moving it. And those can just be compiled. They can even be compiled to the engine and run engine side, which is a lot more efficient. But it?s pretty basic stuff. And the way it?s designed is very modular. So the only thing we?d need to do is go through and configure the buildings, the spawn positions. Basically you can configure that in about an hour. It took me about an hour to do Chernarus, just going through the buildings, placing gear here and here and here. I have a little mission, I run around each building and pop the stuff and then it?s done.

Dayz will be easy to port to arma 3. So it CAN be ported, but we can't say for sure if it WILL be ported. They might just make it a standalone game.


Now maybe you can answer my question? :D

are the ultimate bypass and bypass#2 still working? I saw in the ultimate bypass thread that zoldude posted that the current upload has a new expiration date. Not sure if he was talking about the ultimate bypass or the bypass #2.

If not, can you point me in the direction of a working bypass, or will I just have to work towards those 100 posts? :(

5
Armed Assault 2 / Re: Addon bypass?
« on: July 06, 2012, 01:23:54 pm »
Yes.

It has been posted MANY times in the past few weeks.


Blacklisted scripts need to be easily altered so the blacklist no longer detects them.

If your playing on DayZ and the server is Whitelisted so it can connect to the "Hive" then all...as in ALL...script usage will result in a BE ban if they have your "correct" BE/GUID/PID information when the server logs are viewed with a simple program that looks for scripts of any sort.

So you're saying unless you bypass battleye(to make it not detect scripts), you will get banned for using any scripts?

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Armed Assault 2 / Re: I've got a couple of questions..
« on: July 06, 2012, 01:22:33 pm »
Well, I know what they do.

What I want to know is what 5 means. Is it like a priority or a flag or something?

I also want to know if obfuscating those codes by adding +'s will make it not kick/ban for it.

Thanks though.

The 5 is the # it gives you when it kicks you for a script violation, and the rest is the code that will trigger the violation

You don't really need to bypass this, you can just bypass battleye more or less completely and not have it report any scripts running to the server, then it doesn't matter what your code looks like

Right. So that cheat engine string modifying thing doesn't work as a bypass anymore right? Did it ever? Or was it just a way to allow you to load scripts in multiplayer? I'm not sure how to go about making a bypass or finding one, and even if I found one, I wouldn't know what to change to make it work. >.<

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Armed Assault 2 / Re: I've got a couple of questions..
« on: July 06, 2012, 09:47:59 am »
Well, I know what they do.

What I want to know is what 5 means. Is it like a priority or a flag or something?

I also want to know if obfuscating those codes by adding +'s will make it not kick/ban for it.

Thanks though.

8
Armed Assault 2 / I've got a couple of questions..
« on: July 05, 2012, 10:56:02 am »
1. What exactly does it mean if:

             
Code: [Select]
5 [_this,"players"] execVM "\ca\ui\scripts\dedicatedServerInterface.sqf";
5 private ["_dummy"]; _dummy = [_this,"onload"]
5 _v addweapon "A"+"A1"+"2_PM"+"C"; _v addmagazine "20R"+"nd
5 addWeaponCargo [_x,100]

are banned scripts? I thought these kinds of things(in regards to the top two) get loaded anyway? Also, what does the #5 mean to the left of it? Does it effectively make gerks bypass tutorial useless? (of the strings he posted, anyway) http://tkc-community.net/forum/index.php?topic=10961.0

2. Would something as simple as splitting up the commands differently with ++ make (like the third banned script, but a little different) a certain script undetectable? Would it work with any command? like setmarkerpos or teleport? Does it only ban things with _v or all variables in that context?

3. Should it be easier to mod-app on your own server since you have access to all of the server ban files and lists of banned scripts? Apparently there's an rcon command to "loadScripts." I'm not sure if you'd be able to actually be able to run scripts serverside, or if its talking about the banned scripts.txt file.

Thanks!


9
Armed Assault 2 / Re: Luftwaffe, I'm calling your ass out.
« on: July 05, 2012, 10:38:26 am »
I've learned from it, no more releasing such scripts  :smile
Same here.. about a year ago I gave an undetected pbo to a friend and told him to keep it to himself. Two days later he invites me to a Skype chat with 30+ people, talking about how they are all going to go into a server at once (one that I enjoyed playing on and mildly mod-apping) and crap on it all day long. Needless to say, some custom detection was soon put in place for that file, and I ignored his repeated requests for the new version.

Nice friend you've got there

10
Armed Assault 2 / Re: spawn buildings
« on: July 04, 2012, 07:57:12 am »
That's a nice little base (you?) made there!

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Armed Assault 2 / Testing your mod-apps?
« on: June 26, 2012, 10:54:56 pm »
How do you test your mod-apps to be sure if they'll work and that you won't receive a kick/ban from battleye?

12
Yeah. I kind of expected it to happen, as I was using public scripts. I wasn't really surprised. Had more fun during the time I was able to use hacks than I ever had though. I can enjoy playing the game normally though, as long as hacking isn't rampant. Then I just feel like I'm at a disadvantage.

13
To bypass script detection medic told us in a post that you have to use the "mission functions" to get around the script detection. Dont exactly know what he means though.

Battleeye is really shitty. Just make minor changes to your scripts and they work fine.



Example:
Code: [Select]
"UH1H_DZ" createVehicle (position player)
change it to

Code: [Select]
_class "UH1H_DZ";
_location position player;
_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"];

BAM. Does the exact same thing, just a very minor change in script.

Can you explain how that change in script works? How do you figure out that you can do it that way? And why does doing it that way make it less detectable?

So _class "UH1H_DZ"; is defining the classname of the vehicle to be spawned

_location is telling where it will be spawned

and _object = createVehicle  [_class, _location, [], 0, "CAN_COLLIDE"];  is doing what exactly?

What do the things in the brackets mean? Why do you have to put them there? What do you do if a server has "createVehicle" blacklisted?

14
Armed Assault 2 / Re: If you get global banned because of day z...
« on: June 16, 2012, 08:27:22 am »
Just trying to get removed from the global ban list. That didn't work, so I'm just buying a new key. Life goes on.

Trying to learn how to script by lurking these forums and gathering what little information i can. If I get banned again I want it to be because of something I made, not somebody else.

15
Armed Assault 2 / If you get global banned because of day z...
« on: June 16, 2012, 07:17:45 am »
do you need to buy a new combined operations, or just arrowhead since you already have arma 2? Or does it ban both keys?

As far as I know you only need operation arrowhead to play day z?

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