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Messages - Pride

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136
Armed Assault 2 / Re: New hacks?
« on: November 21, 2010, 06:05:29 am »
It's easy to track players because you can see their PID (via scripting) and their BE GUID.

137
Armed Assault 2 / Re: Banned by battleshit:Battleye hacker reported
« on: November 20, 2010, 10:48:33 am »
Well if you're using old offsets to stop BE loading of course you're gonna get kicked. Tsk.

138
Armed Assault 2 / Re: Music in game?
« on: November 20, 2010, 09:47:26 am »
I think banana phone is only in Evo?

Get's played when you do fail tk.

139
Armed Assault 2 / Re: Using WPE
« on: November 20, 2010, 05:03:54 am »
Depends what's being scanned.

If he's a total twit and is scanning the windows again, yes it will hide it with... that.

140
Armed Assault 2 / Re: admins?
« on: November 20, 2010, 05:02:26 am »
Try...

Code: [Select]
serverCommandAvailable "#logout"
Which should return true if the player is an admin (It checks if the command is allowed, not actually running it.)

141
Armed Assault 2 / Re: Music in game?
« on: November 19, 2010, 10:27:05 am »
Hmm, thinking of it, is there any way I could use a working exec command to call in an OGG from another folder?

You could, but they would need the .ogg as well in that folder for it to play. (So you can always play annoying shit music that might be in the mission file! ie. DOM Wings of Steel intro/Top Gun)

142
Armed Assault 2 / Re: Empty server on joining w/ hack.pbo?
« on: November 18, 2010, 07:26:41 am »
The sad thing is with packet editing, I never really got it to work properly. Half the time my hooks act as if nothing gets sent, and the ones that do work (WPE or my current base) are too stupid to increase the size of the packet to let me insert the correct signature.

Eg. Correct sig is:
Code: [Select]
0x0D 0xDD 0xEF 0x18 0x98 0x14 0x8F 0xCF 0x5C 0x7C 0x1B 0x9A 0xFB 0xC1 0x25 0x66 0x9B 0x03 0x69 0x39 0x30 0x2F 0xAF 0x8E 0x70 0x14
Sig that is calculated is:

Code: [Select]
0x0D 0xDD 0xEF 0x18 0x98 0x00
Cruddy programs end up replacing it as:

Code: [Select]
0x0D 0xDD 0xEF 0x18 0x98 0x14
Instead of the proper one, because they're too lazy to implement recalculating the size of the packet (Yes that includes me at the moment :P Even though it would just be a simple malloc and sizeof to get it done.)

Hell, why don't I just tell ArmA to ignore sig checking altogether and see if the server notices. (It won't, if past experience is anything to go by)

143
Armed Assault 2 / Re: Music in game?
« on: November 18, 2010, 06:56:40 am »
You can play the ingame music via scripting, but if you want your own you'll either need to:

A. Use those dodgy arsed .ogg custom sounds
B. Set your input device to stereo mix

144
Armed Assault 2 / Re: Empty server on joining w/ hack.pbo?
« on: November 17, 2010, 09:44:56 am »
It no longer works because the search signature that he used has changed.

Whoops!

145
Armed Assault 2 / Re: [GUIDE]Bypass ArmA 2/OA sig checking with WPE Pro
« on: November 08, 2010, 12:36:41 pm »
Children, take it outside!

146
Armed Assault 2 / Re: [GUIDE]Bypass ArmA 2/OA sig checking with WPE Pro
« on: November 07, 2010, 06:06:53 am »
BE update to detect WPESpy.dll in 3.. 2...

(But of course they wouldn't be able to detect it on mine anyway.)

147
Armed Assault 2 / Re: Change key without reinstalling
« on: November 03, 2010, 08:54:56 am »
I think I already tried that and the installer did it last.

However, if you ripped the installer to bits with a debugger you could probably find the sub which encodes it into the reg key. Theres alot of code there though.

148
Armed Assault 2 / Re: Change key without reinstalling
« on: November 03, 2010, 06:32:19 am »
I think the algo is the same as ArmA 1 for the reg key?

What we did there was just reverse the installer.

You might want to PM whoever made the old keychanger on ArmA 1 and see if you can grab the unpacked version

149
Armed Assault 2 / Re: ARMA 2 Operation Arrowhead "cracked Server"
« on: November 02, 2010, 05:38:06 am »
Operation Arrowhead does have FADE, but it's just checking the cd-key with a couple of amazon-colo'd servers.

I was wondering when this was coming out considering they had this in the changelog:

Code: [Select]
[73044]  Fixed: Client with bad key is kicked off from server instead of being politely asked to disconnect

150
Armed Assault 2 / Re: Skeleton PBO
« on: November 02, 2010, 05:27:51 am »
A good (unintentional) side-affect of this is that normal unedited addons will get past any mission scripting that is in place to detect these. (Like the inclass scripts for darky)

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