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Messages - Pride

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271
Armed Assault 2 / Re: ARMA 2 Change Key
« on: April 16, 2010, 07:00:44 pm »
Mmm.

You should find the scan routine somewhere around 100015E0 in the one thats marked version... 1798 internally.

Chop chop.

A bit of thinking and tinkering with the return values...

272
Armed Assault 2 / Re: ARMA 2 Change Key
« on: April 14, 2010, 09:59:37 am »
This guy needs a serial changer.

And as for "ID must match CD-Key", that's untrue. You can join with any damned ID number, as long as the key is valid. (Well, to be honest, you can get around the key being invalid too according to Z.)

273
Armed Assault 2 / Re: ARMA 2 Change Key
« on: April 13, 2010, 03:25:33 pm »
If only you had a keychanger-esque program...

You could always reverse how it is stored, but that would be a learning experience in itself.

Much easier to have install media.

274
Armed Assault 2 / Re: Loki Lost Keys
« on: April 02, 2010, 03:58:28 am »
I probably could release my cobbled together hack job which has the weapons system pointing back to morsa anygear, but I think I'll strip out the crazy scripts first.

I don't think i want to be hearing about my mass heart-attack script being used... (however funny it is to see a full server of 30 people double over.)

Or I could release a .diff file for the pbo...

Edit: Wait, why would Symantic be reading this thread?

275
Armed Assault 2 / Re: Loki Lost Keys
« on: April 01, 2010, 08:05:00 pm »
Spawn is a function to run scripts without waiting for it to finish, you silly duffer.

If you knew how to spawn vehicles, you'd have known that they are created using createVehicle, and units via createUnit...  :icon_razz2

276
Armed Assault 2 / Re: Loki Lost Keys
« on: April 01, 2010, 05:34:25 am »
I've said this before, and stop PM'ing me about it.

Spawn[] does not play nice with multiplayer if its in the init script!

You must introduce either a different trigger to call the GUI, or get the script to wait until you've properly loaded in multiplayer.

277
Armed Assault 2 / Re: PBO
« on: March 30, 2010, 09:36:10 am »
The official tool is BinPBO, however I tend to use PboView myself.

Find them both on google. :p

278
Armed Assault 2 / Re: F.A.D.E.
« on: March 29, 2010, 05:28:39 pm »
Hmm, so that's a memory dump and not a block of ASM.

I'll try and figure out what you mean by apply. I'm guessing that it's not P, Q, N or D when it comes to RSA. So... a salt of some sort.

Since, RSA is one of those crypto schemes which uses public and private keys to encrypt/decrypt data...


Edit: HOLD ON!!!

746C75617373416D724100 is ollllld apply
AF83403D26A11BD7A899BB7551019F is the modulus...
BC28401F3CD5CDD is Prime
EECBDAA754F42AB is Prime
908A34E710C0E9AAAF3975CDD0C941 is private exponent!

279
Armed Assault 2 / Re: F.A.D.E.
« on: March 28, 2010, 03:05:35 pm »
 :icon_thumbsup to MrMedic.

Beyond my abilities to import that codeblock anywhere to use or look over, but shouldn't
Code: [Select]
BD7A8934E710C09BB755101934E710 be equal to
Code: [Select]
AF83403D26A11BD7A899BB7551019F * 908A34E710C0E9AAAF3975CDD0C941If it's the N value?

Or am I mistaking modifier for modulus...

*Shrugs*

I can't find that at that address in either the server,
Ah well, good to know that someone else knows what they're doing :)

I'll see if I can fish out the subprime out of the installer or something.

280
Armed Assault 2 / Re: F.A.D.E.
« on: March 27, 2010, 02:33:42 pm »
Define "all sorts of hell"...

I can't even get IDA or Ollydbg to load up and analyse the game without crashing.  :icon_sad2 (Let alone find the out of range keys or the algo behind the check.)

It's not even packed in 1.05 for crying out loud, and neither is the installer.

Even the keygen has 2 layers more protection than the silly little game executable.

281
Armed Assault 2 / do_public, ArmA II version!
« on: March 27, 2010, 02:30:54 pm »
First off we have the old do_public script translated to sqf and fixed up for ArmA II... Not really all that hard a fix, just replaced the classname of the soldier to one that exists in ArmA II.

Code: [Select]
Private ["TKC__ch34tsDevString_command","_x","_y","_z","TKC_ch34tsDevString"];

TKC__ch34tsDevString_command = _this select 0;

_x = random 5000;
_y = random 5000;
_z = 0;

TKC_ch34tsDevString = "USMC_LHD_Crew_Blue" createunit [[_x,_y,_z], group player, format["%1", TKC__ch34tsDevString_command]];

deletevehicle TKC_ch34tsDevString;
TKC_ch34tsDevString = nearestobject [[_x,_y,_z],"USMC_LHD_Crew_Blue"];
deletevehicle TKC_ch34tsDevString;

Probably would be better to parse cfgvehicles if you want to keep it working with mods that change the unit classnames, or substitute the appropriate unit name in.

Usage stays the same, making everyone renegade...
Code: [Select]
["player addRating -1000000"] execVM "whereverpboitsin\whateveryoucalledit.sqf";
Making a mockery out of anyone bound by gravity...

Code: [Select]
["player setpos [getPos player select 0,getPos player select 1,(getPos player select 2)+1000]"] execVM "whereverpboitsin\whateveryoucalledit.sqf";
If you know how to implement this, you probably know how easy this fix was, and what it's for.

But maybe perhaps you don't know about serverCommand  :icon_laugh

282
Armed Assault 2 / Re: F.A.D.E.
« on: March 26, 2010, 03:08:13 pm »
ArmA II still uses Gamespy for its key verification online. Hint Hint.

Makes it easier to sift through valid ones.

283
Armed Assault 2 / Re: Sig Still Bypassable?
« on: March 26, 2010, 02:46:37 pm »
But obviously you're going to need to know how to bypass BE to get past the signature check, as the method mentioned here is gonna need memory editing?

284
Armed Assault 2 / Re: Help with making Loki usable in multiplayer
« on: March 10, 2010, 08:06:59 am »
Heres a hint.

spawn[] does not play nice with multiplayer.

285
Armed Assault 2 / Re: arma 2 god mode in multiplayer
« on: March 03, 2010, 07:29:11 am »
If you can't figure it out, you could instead run
Code: [Select]
player addEventHandler ["handleDamage", { false }]
Inside of a script. (And if you can bypass signature verification, depending on the server)

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