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 - s0beit

Pages: 1 [2] 3 4 5 6
Armed Assault 2 / Re: Vehicles,players map mark
« on: June 29, 2012, 01:14:21 am »
Somebody already released a public bypass, though.

Armed Assault 2 / Re: Call Compile = Bypass auto-script detection?
« on: June 27, 2012, 06:46:08 pm »
i was testing call compile on my server long before it was posted here, and i see it IS detected by the BE custom script detection method. IF you dont know about two BE detection methods then you dont know what i'm talking about but its public forum so i cannot explain all, people here know stuff already.

I dont know how exactly the way they technically detect string compile but i see with my own eyes on my server that it shows detected words in the log.

I don't see how it can be detected unless, well, I don't want to explain how they could detect something like this; it's certainly possible it's just that I wouldn't give that much credit to BIS/BE devs.

I don't know much about it, I didn't have to deal with it. Maybe I'll try a local server sometime and test it out.

Armed Assault 2 / Re: Call Compile = Bypass auto-script detection?
« on: June 27, 2012, 04:05:14 pm »
theyve figured out that all they have to do is add every possible combination of a known command.
ive seen people being kicked today so be carefull i think there there onto this , coulda just been nubs but more than liekly this is method is detected.

thats what happens whebn you post it public init.

Well, you can make things pretty freakin complex if you wanted. I don't think there's a way to detect this unless BattlEye steps up it's game (I totally know how you would detect this, why aren't I getting paid money to do it?  :icon_rolleyes2)

Armed Assault 2 / Re: Vehicles,players map mark
« on: June 27, 2012, 10:28:34 am »

did your string of LOLs really need to be posted twice?

Armed Assault 2 / Re: Vehicles,players map mark
« on: June 27, 2012, 02:16:12 am »
They actually put it right in the script

Code: [Select]
_copnumber = 1;
_copmarkerarray = [];
_copmarkernamearray = [];

while {_copnumber <= copscount} do


_copmarker       = createMarkerLocal[format["cop%1_marker", _copnumber], [-100, -100]];
_copmarkerarray       = _copmarkerarray + [_copmarker];
_markername           = format["cop%1_marker", _copnumber];
_copmarkernamearray   = _copmarkernamearray + [_markername];
_copmarker setMarkerShapeLocal  "ICON";
_markername setMarkerTypeLocal  "Dot";
_markername setMarkerColorLocal "ColorBlue";
_markername setMarkerSizeLocal  [1.2, 1.2];
format["cop%1_marker", _copnumber]
setMarkerTextLocal format["Cop%1" , _copnumber];
_copnumber = _copnumber + 1;


{_x SetMarkerPosLocal [(getMarkerPos "marker_dead" select 0)-1000,(getMarkerPos "marker_dead" select 1)-1000]} forEach _copmarkernamearray;

while {true} do


_counter = 0;

while {_counter < count coparray} do


_cop = coparray select _counter;
if (isnull _cop or !isPlayer _cop or copmarker_on == 0) then


(_copmarkernamearray select _counter) SetMarkerPosLocal (getmarkerpos "marker_dead");


if (alive _cop) then {(_copmarkernamearray select _counter) SetMarkerPosLocal [position _cop select 0, position _cop select 1];};
sleep 1;


_counter = _counter + 1;


sleep 1;



You can just jack the whole thing, probably (minor edits)

Also, anyone know how to check if a vehicle is occupied?

EDIT: Nvm, I just ended up doing the reverse

Code: [Select]
if(isNull assignedVehicle player) then {

Armed Assault 2 / Re: Vehicle Speed Script
« on: June 27, 2012, 01:18:56 am »
Umm this must be possible because Zargabad Life has a speed upgrade and a nitrous upgrade witch makes any car that the person uses the upgrade on move faster

It's not a matter of changing a vehicle's "max speed", what you would want to do is make your own key event and add to your velocity.

As XJ said,
Code: [Select]
//Left Shift key
case 42:


_vcl = vehicle player;

if(_vcl == player)exitwith{};

_nos = _vcl getvariable "nitro";

if(isEngineOn _vcl and !isnil "_nos") then


_vel  = velocity _vcl;
_spd  = speed _vcl;
_fuel = fuel _vcl;
_vcl setVelocity [(_vel select 0) * 1.01, (_vel select 1) * 1.01, (_vel select 2) * 0.99];
_vcl setfuel (_fuel - 0.0003);



That's the code they use, it's not hard to figure out how to increase it and make your own nos.

Armed Assault 2 / Re: C++ Auto-Change memory
« on: June 26, 2012, 10:59:07 pm »
Is DLL injecting better to activate your scripts? If so what code would I use to execVM my own scripts?

It doesn't matter if you're using cheat engine or your own hack if you're modifying the scripts in memory. They're the same thing in effect.

Armed Assault 2 / Re: Testing your mod-apps?
« on: June 26, 2012, 10:57:47 pm »
I have a bypass, therefore I don't.

If you have your own server you might be able to log restrictions, but it would only be restrictions you made. Different servers will have a different set of restrictions.

You can either bypass the check or make your scripts so obscenely obfuscated that even you can't tell wtf is going on in them

Armed Assault 2 / Re: Call Compile = Bypass auto-script detection?
« on: June 26, 2012, 05:59:46 pm »
Ah okay, thanks for the information on this. So, because you turn a string into code, they can't auto-detect it because they are searching for strings..

No, you have to turn a string into code to execute it.

The reason they can't detect it is because they're using a blacklist system, for example, you black list the following:
Code: [Select]
player addEventHandler ["handleDamage",{false}];
player addWeapon "RPK_74";

Right, so, those specific things are blacklisted. If somebody were to change it to the string and compile method, how would you predict what the string will look like?

You have no idea. There's no way to know unless you're from the future.

Armed Assault 2 / Re: Call Compile = Bypass auto-script detection?
« on: June 26, 2012, 05:06:15 pm »
Shouldn't be that hard to search for those splitted string if they want to, i guess.

It's not hard to detect something like this, it's just that they have no way to predict where in the string you're splitting. Honestly, Arma2 and BE could detect something like this if they want, but there's no functionality to detect obfuscated strings like this right now. (I mean they COULD add YOUR obfuscated string to a blacklist, but somebody could obviously get past it with another method)

There's also other ways to hide strings.

Can anyone tell me what exactly "call compile" does?

Compile turns the "String" into "Code". Call executes the "Code".

Armed Assault 2 / Re: Call Compile = Bypass auto-script detection?
« on: June 26, 2012, 04:37:55 pm »
Why using splitted strings if "call compile" will bypass the script detection by BE?

because they use string comparison to find blacklisted script data

Code: [Select]
addBackpackis not the same as
Code: [Select]

Armed Assault 2 / Re: Does the undetected CE cause global ban?
« on: June 26, 2012, 02:20:24 pm »
but I heard someone say they scan for memory edits as well,
can anyone confirm this? Have BE detected Psych Tool yet for doing any memory mod-apps??

If you're editing scripts in memory they can detect the changes unless you have a bypass, if you're just changing some in-memory values (like script variable values such as money) it shouldn't be a problem, unless BattlEye also detects CheatEngine standalone and it might, I don't really know much about BE's ability to detect external programs other than it does iterate the process list so it's possible, I guess.

Armed Assault 2 / Re: [RequestHelp] Removing backpack contents.
« on: June 26, 2012, 02:17:18 pm »
Yes, probably, however I am doing this in a private situation, with no BI.

Short story: I'm playing private server.

RemoveAllWeapons player.

That's for his gear, not his backpack though isn't it?

Though it really should clear out his backpack when the old backpack is gone from his gear and he makes a new one I guess.

If I am not mistaken, if you plan on doing one through scripts, you may want to look more into "Aim Assist"... if via the engine, you'll need to find the addresses and stuff to hook... I saw them posted around here somewhere.

There's also some posts on another site which deals with the internal engine information, honestly if you're looking to make a *good* aimbot it might be the way to go but if you're not really that picky and don't know much about assembly I would just go with the script method.

Armed Assault 2 / Re: [RequestHelp] AI Spawn script DayZ - Beginner
« on: June 26, 2012, 02:14:04 pm »

Due to lag they may fire entire clips at one zombie, however. They don't register as dead for 10-15 secs sometimes. Worked on

Maybe you could use this?

Pages: 1 [2] 3 4 5 6