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Topics - s0beit

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3
Armed Assault 2 / PBO packet analysis
« on: May 30, 2011, 11:36:02 pm »
I've spent some time debugging and fucking around with packets (under bi.key, not bi2.key), and i think I've figured it out for the most part

Code: [Select]
WORD PacketSize = *( WORD* )( buf );
BYTE PacketType = *( BYTE* )( buf + 0x02 );
BYTE PacketID = *( BYTE* )( buf + 0x03 );
DWORD UnknownHash = *( DWORD* )( buf + 0x04 );
DWORD PBONumber = *( DWORD* )( buf + 0x08 );
DWORD PBOGroup = *( DWORD* )( buf + 0x0C );
DWORD UnknownFF = *( DWORD* )( buf + 0x10 );
DWORD PreviousPBONum = *( DWORD* )( buf + 0x14 );

After that it gets a little murky, but here, I'll try to explain

Here is a visual aid for some people
Code: [Select]
//[B4 01][00][A0][9E AC 1A CC][09 00 00 00][1B 00 00 00][FF FF FF 07][07 00 00 00][03 20][61 00 00 02][CE 01][72-character-hash][00][C7 01 03]
//[68 01][80][A0][9B AE 5F A3][0A 00 00 00][1B 00 00 00][FF FF FF 07][09 00 00 00][C7 01 20][61 00 00 03]
//[6C 01][80][A0][DD 65 E5 A3][10 00 00 00][1B 00 00 00][FF FF FF 07][0F 00 00 00][C7 01 20][61 00 00 03]
//[8B 01][00][A0][81 FB 44 01][73 00 00 00][22 00 00 00][FF FF FF FF][72 00 00 00][03 20][61 00 00 02][C7 01 03]
//[84 01][00][A0][2C 20 C8 F4][74 00 00 00][22 00 00 00][FF FF FF FF][73 00 00 00][03 20][61 00 00 03][C7 01 FC C2 02]

After the bytes with the [] it gets a little murky and unpredictable, as far as i can tell (but right after the end of each of these is a string containing the PBO name)

What i do know, however, is that after the string, which looks like
[PBO_NAME][00][BI KEY][OTHER KEY]

Now, the issue here is, the BI KEY can have different lengths.

Code: [Select]
#define BIKEY_SIZE 153
#define BI2KEY_SIZE BIKEY_SIZE + 1

If the start of [BI KEY] is 'bi' then it's a version 1 bikey, if the start of [BI KEY] is 'bi2' then it's a version 2 key, all you _really_ need to know about these is that the bi2 key contains one more byte (because it has one extra character, '2', in the header)

The bikey data, the first one anyway, is the actual key content from bi.key or bi2.key, depending on how it decides to roll.

The second key i assume is related to the PBO itself  :icon_teehee

There _can_ be some extra data after this key, but I've only seen that occur when unsigned pbos are passed through packets

I hope i was able to shed some light on how this entire process works, I'm hoping somebody can tell me what the bytes at the tail end of the packets above mean, or the UnknownFF area, but that wasn't really the purpose of this topic. Have fun with that!

4
Armed Assault 2 / Its raining men.. err.. planes
« on: July 25, 2010, 05:36:12 am »
This is based off of the buckfast/soundpack GBU bomb script

some guy rained planes on me and i wanted my own  :icon_rolleyes2

Quote
_coordinate = getpos player;

hint "Dropping planes nearby";

? ((_this select 0) == "remote"): _coordinate = _this select 1;

hint "Dropping planes somewhere else";

_i = 0

#loop
? _i >= 10: goto "exit";

_cv = "C130J_US_EP1" createvehicle [(_coordinate select 0) - 50 + random 100, (_coordinate select 1) - 50 + random 100, ((getpos player) select 2)]

_cv SetPos [(getpos player select 0),(getpos player select 1),(getpos player select 2) + 250];
_cv setdir getdir player
_cv Lock TRUE;

_i = _i + 1

goto "loop"

#exit
~10
hint "Planes spawned.."
exit

Its built for Operation Arrowhead btw, but that can be changes by replacing "C130J_US_EP1" with the ARMA2 model.

5
Armed Assault 2 / Making a better menu?
« on: July 24, 2010, 10:22:23 pm »
I am working on my own hack script, as people may have seen from other topics.

This scroll mouse shit is killing my index finger, is there any menu examples (click-able or just generally easier to use) i can learn from?

6
Armed Assault 2 / Some Zargabad life scripts 1.7/6.0
« on: July 24, 2010, 03:14:33 pm »
These are some VERY simple scripts that allow you to have some fun.

Double your paycheck (Civilians, Cops, Mayor and Chief respectively):
Quote
add_civmoney=add_civmoney+add_civmoney;
add_copmoney=add_copmoney+add_copmoney;
MayorExtraPay=MayorExtraPay+MayorExtraPay;
chiefExtraPay=chiefExtraPay+chiefExtraPay;

Force Mayor:
Quote
isMayor=true

Force Gang Leader:
Quote
gangleader=true;

Force Cop (untested, and the effects would be client side):
Quote
iscop=true;

Cheap Gang Creation (you can also make it 0, lol):
Quote
gangcreatecost=1;

Double Gang Income:
Quote
gangincome=gangincome+gangincome

Faster Respawn:
Quote
extradeadtime=0;
suicidepenalty=0;
DeadTimeMax=5;

Infinite Petrol:
Quote
petroluse=0;

Anti-Stun:
Quote
StunTimePerHit=0;
MaxStunTime=0;

Kill MOTD:
Quote
motdwaittime=9999999999;

I will add the scripts as i develop them, but you can have some fun with those (yes when you force mayor you also get the extra $3000)

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