Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pride

Pages: 1 ... 4 5 6 7 8 [9] 10 11 12 13 14 ... 20
121
Armed Assault 2 / Re: Medic.... Is that you?
« on: November 27, 2010, 05:36:27 am »
telepathy, duh.

Because I'd find it hilarious if it worked straight off the bat with the stuff you put on your site.

And no, have not really worked on a proper suite of hacks yet. Just a couple in-memory patches here and there, and a broken winsock hook (I need to write a decent search and replace for it, or just include Boost)


122
Armed Assault 2 / Re: Medic.... Is that you?
« on: November 27, 2010, 05:26:44 am »
Did you do any modifications to your existing code to get that working or is your ArmA 2 one got sig scanning for functions on?

123
Armed Assault 2 / Re: Medic.... Is that you?
« on: November 26, 2010, 02:49:09 pm »
we have a server crasher for arma 2 and oa found by accident

Playing the game for 30 minutes is one method I know of. :P

124
Armed Assault 2 / Re: Medic.... Is that you?
« on: November 26, 2010, 10:29:22 am »
Sounds like they have yet another rogue admin issue.

They really ought to stop giving out their password like a STD.

They'll blame AAA for it when they settle down probably. :P

125
Armed Assault 2 / Re: Medic.... Is that you?
« on: November 26, 2010, 04:52:13 am »
Oh snap, to put it lightly.

126
Armed Assault 2 / Re: Enabling 3rd person view in a 1st person view server.
« on: November 25, 2010, 04:39:53 pm »
But would that show who is talking on your hud though? Something that the other players might not have one expert.

Could you do something with it on the runmagic script though?

Don't know if it would show who is talking if the server is on expert (Although my gut says it probably will)

As for changing these variables via scripting... No. These variables are not accessible from scripting as far as I know. I doubt that changing these on the fly would achieve anything anyway because it's probably all done on level loading. Probably would need to detour and set them during the loading sequence, but I'm getting ahead of myself.

Although I could be wrong, as the AutoAim boolean might have been mucked around with by MrMedic in vanilla ArmA2 (In one of the stickies)

127
Armed Assault 2 / Re: Enabling 3rd person view in a 1st person view server.
« on: November 25, 2010, 03:09:17 pm »
VonID=1? looks like a fun...

Not really. It's probably client side like the vast majority of things inn ArmA.

128
Armed Assault 2 / Re: Enabling 3rd person view in a 1st person view server.
« on: November 25, 2010, 12:50:53 pm »
For proper 3rd person you'd need to trick the client into thinking that the server is running at a different difficulty setting than it really is. (Although the concept of "difficulty" in ArmA is just the server telling you what variables to set to what value it wants)

It's represented as Recruit, Regular, Veteran, and Mercenary(aka Expert) in the server configs, but most likely that's just a lookup table for a bunch of boolean values like:

Code: [Select]
Armor=1; //Health buff for all I know
FriendlyTag=1;
EnemyTag=0; //Enemy come up on map screen if set to 1
HUD=1;
HUDPerm=1;
HUDWp=1; //Waypoint
HUDWpPerm=1; //Waypoint stays on screen forever?
HUDGroupInfo=1;
AutoSpot=1;
Map=1;
WeaponCursor=1; //Green crosshair thingies
AutoGuideAT=1;
ClockIndicator=1;
3rdPersonView=1; //What the noobstick was looking for
UltraAI=1; //Turns the AI into rambo
AutoAim=0; //No prizes for guessing what this does
CameraShake=1;
UnlimitedSaves=1; //Singleplayer thing to be honest
DeathMessages=1; //So you know who kills who etc
NetStats=1; //So you can bring up the scoreboard with 'i'
VonID=1; //You can tell who speaks

Now all you need to do is find pointers for these variables... (Wish I had the time to figure out where the lookup table for the locations of all the variables was so I find and change variables easily!)

129
Armed Assault 2 / Re: OA ...
« on: November 24, 2010, 04:14:06 pm »
Physical or download?

Because download you could get it from sprocketidea (which is bohemia...)

130
Armed Assault 2 / Re: How does battleye detect a dll?
« on: November 24, 2010, 05:27:29 am »
IIRC, Battleye uses the ModuleFirst and ModuleNext windows functions to check the dlls.

Although Darky's did hook that for a while, and it got detected. (Maybe he used static offsets, dunno.)

Although there are plenty of ways to hide it from those two.

I've heard a couple whispers that it might check winsock dlls for hooks too.

131
Armed Assault 2 / Re: [poll] arma 2 super hack
« on: November 23, 2010, 03:18:11 pm »
Is the HEX bytes representation is the packet the same as in the .exe ???

No, it's calculated on the spot from the registry key.

132
Armed Assault 2 / Re: [poll] arma 2 super hack
« on: November 23, 2010, 06:20:30 am »
Just let out little bits of it... Pointers to ID (If you do it in memory), basic snapshots of the assembly which handles a couple of the pbo checks (if you used a different method than the packet editing) etc.

133
Armed Assault 2 / Re: How many ways can an Admin ban a player?
« on: November 21, 2010, 06:57:05 pm »
tried sending false GUID it always finishes by a kick because BE is not responding :unsure

Probably because theres a checksum on it that the BE serverside module checks. Must just ignore the packet if you didn't get it right.

134
Armed Assault 2 / Re: Empty server on joining w/ hack.pbo?
« on: November 21, 2010, 04:10:08 pm »
WPE would obviously run afoul of DEP as it's bloody hooking functions in another program. I don't think that's normal behaviour for most everyday programs :P

But if that were the case, it would crash as soon as you pressed the multiplayer button. :S

Try giving OA and WPE exceptions in DEP settings or set it to system services only.

135
Armed Assault 2 / Re: How many ways can an Admin ban a player?
« on: November 21, 2010, 04:06:21 pm »
The only two that would be in use in ArmA are the pid bans and the BE GUID bans.

Pid bans involve the admin logging in ingame and typing #exec ban <player

BE GUID bans involve them logging into the be rcon I think

Pages: 1 ... 4 5 6 7 8 [9] 10 11 12 13 14 ... 20