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Messages - inf1kek

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1
There is no point re-working map for arma2 since arma3 is coming, just wait for it.

2
Armed Assault 2 / Re: Arma 2 + OA Script Runner.
« on: July 07, 2012, 07:43:37 am »
this one was r0? rly?  :icon_confused2

3
Random Insanity Board / Re: [RELEASE] Battleye UNBANNER!!
« on: July 05, 2012, 02:55:51 am »

4
Armed Assault 2 / Re: Whats wrong?
« on: July 02, 2012, 09:33:22 pm »
hint "Open the Map and Select the Map Position u want to paradrop";
sCode = 'hint "Cows in comming, RUN!";';
sCode = sCode + ' _pos = [(cTargetPos select 0) + random 100, (cTargetPos select 1) + random 100, 100];';
sCode = sCode + ' PLANE1 = createVehicle ["C130J", [(_pos) select 0,(_pos) select 1,500], [], 0, "FLY"];';
sCode = sCode + 'cpbLoops = 100;';
sCode = sCode + 'cpLoopsDelay = 0.13;';
sCode = sCode + 'for "_i" from 0 to cpbLoops do {';
sCode = sCode + ' _pos1 = [(cTargetPos select 0)+random 100,   (cTargetPos select 1)+random 100];';
sCode = sCode + ' _chute= createvehicle ["ParachuteC", [(_pos1) select 0,(_pos1) select 1], [], 0, "FLY"];';
sCode = sCode + ' _cow=group player createunit  ["Cow04", [(_pos1) select 0,(_pos1) select 1,152], [], 0, "FORM"];';
sCode = sCode + ' _cow attachTo [ _chute, [0,0,0]];' ;
sCode = sCode + 'sleep cpLoopsDelay;};';
sCode = sCode + 'cTargetPos = nil;cpbLoops = nil;cpLoopsDelay = nil;';
onMapSingleClick "cTargetPos = _pos;[] spawn compile sCode; onMapSingleClick '';true;";

this is more fun though

 :icon_laugh :icon_laugh :icon_laugh :icon_laugh

5
Armed Assault 2 / Re: arma2:oa key changer with sourcecode.
« on: July 02, 2012, 12:16:43 am »
reversible means crypted-data contains original data itself, hash does not contain data, its one-way function, you can just try to randomly (or not) generate data, calculate hash and compare it, thats bruteforce.
key is not a password, its way too big to bruteforce it. key is not a password, its way too long to bruteforce it.

6
Armed Assault 2 / Re: arma2:oa key changer with sourcecode.
« on: July 01, 2012, 06:18:32 pm »
nearestObjects [(MrMedic), ["Troll"],9000];  :icon_sly

7
Armed Assault 2 / Re: arma2:oa key changer with sourcecode.
« on: July 01, 2012, 06:31:24 am »
thats interesting.

8
Armed Assault 2 / Re: arma2:oa key changer with sourcecode.
« on: June 30, 2012, 08:04:24 pm »
yeah, GUID does looks like MD5 hash, i did not reversed GUID  generation algo, but i think it is not revesible, i might look at it later.

9
Armed Assault 2 / Re: arma2:oa key changer with sourcecode.
« on: June 30, 2012, 06:05:23 pm »
well, the source is only includes key->hex function, its fully rewritten from arma2oa setup file, they are using same char packing for all other dlc/addons.

you can also use it to restore your key from registry if you forgot it, it will show up your key.

10
Armed Assault 2 / arma2:oa key changer with sourcecode.
« on: June 30, 2012, 04:10:10 pm »

11
Armed Assault 2 / Re: Arma2 Unbanner Method 1
« on: June 29, 2012, 04:57:30 pm »
Are you bothering to check the keys via GameSpy as valid before trying them in game?

You can run batch files to do everything for you and have endless valid keys over night while you sleep.
Wait,you knew that right?
LOL no...
Is that a program?

Yes...a few related.
Basic information was posted by one of the people that helped work on Win XP...the part that has never had to be "patched".

He says of himself he is a driven man and tries to find on bug in some (any) program every day.

Luigi Auriemma. Good guy.  :icon_thumbsup google for him allonsy. he made a cd-key checking program. combine that with a keygen and youre good to go. another person on the forum told me the success/failure rate when trying to find valid keys is incredibly low though (never tried it myself).
nah, number of keys should be 24^34, so yeah, go ahead, you still got a chance to generate valid key  :icon_laugh

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