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Messages - Pride

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1
According to google swgemu is open source?

Just grab the source and start looking for vulnerabilities in key areas. (This assumes you know "how things worktm")

2
Armed Assault 2 / Re: Solution for unwarranted Global Ban
« on: June 18, 2012, 06:27:34 pm »
Clearly you didn't see their plan to release another DLC army this year. (Even though ArmA 3 is *supposed* to launch this year as well. I suppose they'll delay it to milk ArmA 2 one last time. That and DayZ is probably keeping Bohemia Interactive afloat right now with all those sales from steam.)

3
Armed Assault 2 / Re: Battle eye script detection bypass.
« on: June 15, 2012, 07:04:18 pm »
Now he will ban for those as you just posted them. :)

4
Armed Assault 2 / Re: GLOBAL Ban. Also Bohemia fuck yourself.
« on: June 15, 2012, 08:40:46 am »
Except that this does not stop anyone who has their arm arse-deep in BE's innards.

TIME TO LOSE YOUR GEAR PEOPLE.

5
Armed Assault 2 / Re: The Dayz rape, murder and pillage raid..
« on: June 14, 2012, 02:15:12 pm »
Public= Public...always has and always will.

I have been on TKC's TS with most server admin (good people) and Sable reads the forums all the time.

Yeah, Sable trawls this forum and blacklists every script in sight.

He's really doing some of the devs here a service making sure that people don't copy-paste scripts and learn themselves. :)

6
Armed Assault 2 / Re: BattlEye 1.55 thread
« on: June 11, 2012, 06:26:38 pm »
Unless they messed something up in the update process, which I doubt.

Well it IS Sable after all...

One letter short of Stable. >_>

7
Armed Assault 2 / Re: Dayz Mod teleport script
« on: June 11, 2012, 08:34:06 am »
Note how the anti-teleport code is disabled if you are in a vehicle...  :icon_rolleyes2

Code: [Select]
if (!_isInVehicle) then {
Or you could teleport in under 500 distance units.

Orrr... you could set the position in your teleport script before teleporting.

Orrrrrrrrr... neuter that if else block in that script.

8
Armed Assault 2 / Re: Arma 2 + Oa + BAF + PMC Bypass number 2
« on: June 11, 2012, 08:25:58 am »
player setpos _pos

You can also combine it with onmapsingleclick.

Although I think at least player setpos is blacklisted either at BE's side (script restriction) or on the US dayz servers.

Hint: What happens when you look in a mirror?

9
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 07, 2012, 07:39:05 am »
Does someone have a list of what servers have vehicles enabled on them?

Never seen a list of vehicle enabled servers only , Maybe try making a list yourself , Im sure people would add to it if they find any you missed.


They (the dayz devs) have to add the vehicles... one server at a time. So sad.

10
IIRC you could do this in the ye olde days by pasting known signatures into irc channels then watch as the entire channel got PB GUID bans.

Hehehehehehe.

I never knew if they got around to fixing that... (Well, not sure if they could do that apart from whitelisting IM processes which in itself would be a booboo *cough xfire and fraps hooks cough*

11
Armed Assault 2 / Re: Arma 2 + OA Ultimate Bypass.
« on: June 06, 2012, 12:27:41 pm »
Guess it's finally time to reinstall?

:)

12
Armed Assault 2 / Re: new bypass
« on: February 25, 2012, 01:55:18 pm »
Way to black out your GUID there... >_>

13
Armed Assault 2 / Re: Can someone help me out
« on: February 11, 2012, 08:06:24 pm »
Reinstalling don't take that long.

14
Armed Assault 2 / Re: Using WPE With ArmA2 (updated BE)
« on: January 15, 2012, 07:37:33 am »
The way that wpespy.dll hooks winsock is probably ye olde detours trampoline, which is pretty obvious.

Although, I do believe ArmA2 is still vulnerable to dll consoleing as the last time I placed a custom winsock dll in the same directory it worked fine. (The actual filtering code in it, not so much.)

Hooking the SSDT is also undetected AFAIK, but it pisses off some virus scanners and is a PITA in x64 windows because of patchguard. (But should be good until he writes a system driver)

15
It's still a 32-bit binary afaik, so if you shunt all your crap into a 64 bit process, readprocessmemory will fail when BE tries to read it, however reading from your app to arma will work fine. :D

I have another couple things relating to DMA and custom software on embedded devices, but thats hardly practical.

Edit: Went to take a look at what the fuss was about, didn't find anything, then noticed I was looking at version 1.146... Jerk can't even be bothered to update his site in a timely manner.

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