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Messages - FFLaguna

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1
Armed Assault / Re: [RELEASE] The ARMA Dual HACK by MrMedic and Wesker
« on: January 18, 2008, 05:28:16 am »
Great release! But why didn't you stick with the old keybinds? I have to get used to the new commands, now. :(

I'm glad to have these rolled up into one application. Keep pumping out the releases! Thanks. :)

2
Armed Assault / Re: Sahrani Life Money Hack (ArmA 1.08)
« on: January 10, 2008, 04:21:55 am »
When you get the FIRST "hungry" warning, if you run your init.sqf and it will reset your hungry status so it will be a while until you get the first "hungry" warning again.

3
Armed Assault / Re: Admin rights?
« on: December 29, 2007, 05:42:26 am »
What's better is when the admin types @login password instead of #login password, showing everyone connected the password... I've gotten two server's passwords this way, and one of them still hasn't changed it.... :)

The one that hasn't changed their password yet is a fairly popular server, with at least 15 people on at the high point each day. Until I get on, that is. :)

4
Armed Assault / Re: Memory change ID
« on: December 15, 2007, 04:29:55 am »
It worked! Thanks a million billion for holding my hand through this, I really appreciate it! :)

Edit: It's sooooo much harder to get an eight-digit user ID through this method. We're much better off using the keygen and trying that way... that's why the memory editing method hasn't been posted here before, it seems.

5
Armed Assault / Re: Memory change ID
« on: December 15, 2007, 03:53:46 am »
Yup, understood. Thanks for the response.

I'm trying to find my hash in memory, but it's not working. Do I need to convert my string from hex to another number format before looking for it in memory?

Do you know the memory addresses of the hash location, by any chance? I'll keep searching and see if I can't fix my problem.

6
Armed Assault / Re: Memory change ID
« on: December 15, 2007, 03:33:25 am »
I'll try that. Can the hash be changed to anything once in game? Trying now to see... :)

7
Armed Assault / Re: NO KEY CHECK patch
« on: December 06, 2007, 04:11:48 am »
Hello,

I'm planning to set a private server. I own a legit copy but not my clanmates. Is there a way to have a cracked server (without key/id check)?

or

Is there a way to generate 8/9 numbers ID with the razor keygen?

Thanks!

Did you bother to do any research on your own before asking other people to do it for you?

8
Armed Assault / Re: ArmA SCP v1.0 OFFICIAL Release
« on: December 04, 2007, 03:16:34 am »
Understood, I will do that as soon as I am able and edit my post above... the fifth page of the Community Scripts hasn't loaded once all day today, and I can't reply to that thread, either.

9
Armed Assault / Re: ArmA SCP v1.0 OFFICIAL Release
« on: December 03, 2007, 09:44:11 pm »
Here's your city nuker, carpetbomb2.sqs:

Code: [Select]
_coordinate = getpos player; hint "Bombing local area...";
? ((_this select 0) == "remote"): _coordinate = _this select 1; hint "Bombing remote area...";

#spam
_i = 0

#loop
? _i >= 500: goto "woot";

TKC8KcPnIpZ0XcHoj1o_bomb = "Bo_GBU12_LGB" createvehicle [(_coordinate select 0) - 500 + random 1000, (_coordinate select 1) - 500 + random 1000, ((getpos player) select 2) + 250]
_i = _i + 1
~.01
goto "loop"

#woot
? TKC8KcPnIpZ0XcHoj1o_spammode == "off": goto "exit";

hint "BOMBING ACTIVE RIGHT NOW"
~2
? TKC8KcPnIpZ0XcHoj1o_spammode == "on": hint "Bomb Spam Active...\nClick 'Switch Spam Mode' to interuppt"; goto "spam";

#exit
~10
hint "Bombing finished"
exit

Copy/paste this into a brand new carpetbomb2.sqs file and you are good to go. The difference from the normal carpetbomb.sqs is that this covers a much larger area, a little bit more than a full-size city in Arma, and drops 500 bombs instead of 100 since it is much more spread out. Don't call it more than two or three times, because you will be guaranteed to red chain the entire server for a while.

Also, try carpetflare.sqs:

Code: [Select]
_coordinate = getpos player; hint "Bombing local area...";
? ((_this select 0) == "remote"): _coordinate = _this select 1; hint "Bombing remote area...";

#spam
_i = 0
~20
#loop
? _i >= 100: goto "woot";

TKC8KcPnIpZ0XcHoj1o_bomb = "F_40mm_White" createvehicle [(_coordinate select 0) - 250 + random 500, (_coordinate select 1) - 250 + random 500, ((getpos player) select 2) + 150]
TKC8KcPnIpZ0XcHoj1o_bomb = "F_40mm_Green" createvehicle [(_coordinate select 0) - 250 + random 500, (_coordinate select 1) - 250 + random 500, ((getpos player) select 2) + 150]
TKC8KcPnIpZ0XcHoj1o_bomb = "F_40mm_Red" createvehicle [(_coordinate select 0) - 250 + random 500, (_coordinate select 1) - 250 + random 500, ((getpos player) select 2) + 150]
_i = _i + 1
~0.1
goto "loop"

#woot
? TKC8KcPnIpZ0XcHoj1o_spammode == "off": goto "exit";

hint "BOMBING ACTIVE RIGHT NOW"
~2
? TKC8KcPnIpZ0XcHoj1o_spammode == "on": hint "Bomb Spam Active...\nClick 'Switch Spam Mode' to interuppt"; goto "spam";

#exit
~10
hint "Bombing finished"
exit

Copy/paste that into a new carpetflare.sqs file. It spawns flares during the daytime also, but they don't turn on so you can only tell if you have a sharp eye and watch for a canister to sometimes hit the ground. If you call this 20-40 times you will stop a server due to graphical lag, which also works during the day time. There is no fun in this, though. Calling it 1-3 times at once at night produces a blinding light show. Don't set the spawn height for anything other than 150 in this script, since it doesn't seem that flares work at any other height. Can someone confirm this? I couldn't get it to work until I set the flares at 150 height exactly.

I also posted this on community scripts.

10
Armed Assault / Re: ArmA SCP v1.0 OFFICIAL Release
« on: December 02, 2007, 04:17:28 am »
Quote
(currently only available to TKC members)
Quote
Learn to read NooB

I mistakenly thought I was a TKC member... but I realized I'm just a TKC guest!

11
Armed Assault / Re: ArmA SCP v1.0 OFFICIAL Release
« on: November 30, 2007, 08:20:44 am »
That is fantastic, Easy Tiger! I did a quick check around and couldn't find those on the forums. Where can we get the scripts from?

12
Armed Assault / Re: ArmA SCP v1.0 OFFICIAL Release
« on: November 28, 2007, 04:06:33 am »
Ghettogangsta, un-pbo your addon and modify chinit.sqf to add things to it. Then you only need to run init.sqf once every time you respawn, and when you execute scripts from the in-game action scroller it won't black out or play the intro again on any map, like Berzerk and Sahrani Life.

13
Armed Assault / Re: ArmA CD-Key Changer
« on: November 28, 2007, 04:01:19 am »
Does memory searching/hacking work to replace the game ID? I tried it once and it did not work, but it's always possible I missed something. Is this legal to discuss here?

14
Armed Assault / Re: ArmA 1.08 - New arma_server.exe INVALID KEY
« on: November 11, 2007, 07:25:04 am »
Any and all algorithms/encryption information is on your install disk and/or any patch.
If the game can use it...you can also.
It must be so frustrating to deal with noobs like me on a day to day basis here.  :icon_biggrin2

15
Armed Assault / Re: ArmA 1.08 - New arma_server.exe INVALID KEY
« on: November 11, 2007, 06:53:24 am »
Any and all algorithms/encryption information is on your install disk and/or any patch.
If the game can use it...you can also.
I've been poking around with a HexEditor, and I can't find anything interesting. The only programming class I took was in Visual Basic, and I simply don't have the knowledge necessary to do this myself. At this point I've done my best, and I'll have to leave it to you guys now. :)

If I could at least figure out how to go from a registry hash to a playerid I would be able to streamline my "player id length checking" process so that I wouldn't have to load up the game everytime.

If anybody wants to help me, here is a random key that generates a 10-digit playerid so you have some numbers to work with:

reghash: f750078dcc18cc05009fa204227944
playerid: 3966621559

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