Author Topic: Remote H?ack Loader  (Read 2531 times)

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[TKC]Hubertus

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Re: Remote mod-app Loader
« Reply #15 on: January 31, 2012, 01:07:45 am »
In OFP it was possible to send entire script files to the clients by changing the file extension. The scripts even continued running after the player was kicked from the server, because they run as local script on each client.
I have not tried this in arma1/2, but it could still work, as long as the server supports custom faces/sound files.


do_public.sqs, [] exec "\tmp\players\bla\sound.ogg"  :unsure

Maybe someone could try it. I dont know much about arma2 scripting, never really played that game.... OFP was way better  :icon_sad2

Coronel_Niel

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Re: Remote mod-app Loader
« Reply #16 on: January 31, 2012, 01:28:47 am »
Im pritty sure you can. You dont have to PBO a script to run it as I posted however long ago, it can run just from .sqf files.
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[TKC]Hubertus

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Re: Remote mod-app Loader
« Reply #17 on: January 31, 2012, 01:48:04 am »
Thats how we did it in the old cheatpacks, the files were placed in a folder, so they could be chanced while the game was running. Maybe someone should check if arma2 still sends fake-soundfiles to eachs client's PC, like OFP did. This would allow you to send complex scripts to the clients and execute them as local script for each player. If you get kicked, the scripts will continue to do their work and/or do something nasty.

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Re: Remote mod-app Loader
« Reply #18 on: January 31, 2012, 02:07:33 am »
Ah, a veteran drops by. Welcome on board !

I don't remember anymore, but one way to do it was to make things public by running things in the initialization line of spawned vehicles for example.
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[TKC]Hubertus

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Re: Remote mod-app Loader
« Reply #19 on: January 31, 2012, 02:43:55 am »
I haven't been here for a while, its nice to see that Mullah and some others are still here  :smile

The thing about the initline is correct, we were using the createunit-command to execute local script commands as global commands.

example: ["player moveindriver (""papercar"" createvehicle getpos player)"] exec "\******\public\_do_public.sqs";

Code: [Select]
; This script makes it possible to execute local commands on all clients
; Script Call: ["commands; another one; var_x = ""this is text"";"] exec "\******\public\_do_public.sqs";
; You must replace " by "" like in the example.
; By [YENG]Hubertus

TKC_******_command = _this select 0;

"generale" createunit [[0,0,0], group player, format["%1", TKC_******_command]];
TKC_******_guba = nearestobject [[0,0,0],"generale"];

deletevehicle TKC_******_guba;

exit;

The problem was that it was not possible to use more complex scripts, for example things like #loop....goto"loop" because _do_public.sqs puts everything into the initline of the created unit. Only basic commands were possible, like addeventhandler, disableuserinput etc. After the last cheatpack was released, I did some tests, but never finished it because of reallife problems.
I found a way to send script files to clients by naming them ***.ogg. OFP didn't check if it really was a soundfile or not. The files were sent to each client and stored in the OFPdir/tmp-folder. Using the _do_public.sqs it was possible to run the scripts (exec "\tmp\myusername\sound\I_am_not_a_script.sqs.ogg"), and because they were run on each client, they still worked after I left the server. Example: the script placed on the admins PC checks if he has kicked me, if so, his keyboard gets deactivated 5 minutes later.

I think this could also be useful for arma2, it offers some new possibilities.

Coronel_Niel

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Re: Remote mod-app Loader
« Reply #20 on: January 31, 2012, 02:46:48 am »
Its much easier to load complex scripts to the whatever.

Use the following command (Make it global however you want)

if (player == x) then

{

//Whatever the heck you want

};

Works with "isServer" as well.

Check out darkies scripts for the most common public mod-app that use's this. There's a lot more things you can do with it, almost infinite.

Note: Scripts executed on the server happen a LOT faster in a loop
« Last Edit: January 31, 2012, 03:09:56 am by Coronel_Niel »
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[TKC]Hubertus

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Re: Remote mod-app Loader
« Reply #21 on: January 31, 2012, 04:55:37 am »
Im not talking about simple mission editing or using global/local commands. I know how to run a command for a specific player only, thats not the problem, we can do this since 2006. Im talking about placing a real script file (.sqf, 50 kb) on the server (or any other client), run it and keep it running until he disconnects or the mission ends. After the file is placed and started, I want to leave the server while the script will still be there, doing its work  ;)

I didnt do any editing during the past 6 years, so I dont know about all the new commands in Arma1/2/OA. Even if there is a new command for exectuting local code as global - its not what Im looking for. I would still have to send these commands to the server, because they are not part of the mission and the server doesnt even know he is supposed to run them ;)

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Re: Remote mod-app Loader
« Reply #22 on: January 31, 2012, 01:45:35 pm »
Im pritty sure you can. You dont have to PBO a script to run it as I posted however long ago, it can run just from .sqf files.

I 'know' you 'know it all' nail but i will post this anyway.

he means keep it running after you exit the server ,

when you run a script it's local to you, if you send it through the network it's still local but not local to you its local to the client pc that the script is running on after its compiled locally , however when you leave the server the script will stop because the game sees you as a 'lump of dead meat' and deletes your player space in the engine.

However if it's in a loop , and as i'm 'sure?' you know loops lag in vehicleinit due to the fact that they are not meant to be intensive ie ( looped ) therefor certain commands are not accessed in vehicleinit so loops are difficult without causing lag for the client it is executed on , following me ? good..

what herby is describing is to allow it to loop ( a full script as executed normally with exec or execvm or call etc ), i've done this on arma 2 but not using fake files , it can be done by using other methods.
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MrMedic

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Re: Remote mod-app Loader
« Reply #23 on: January 31, 2012, 02:01:32 pm »
Im not talking about simple mission editing or using global/local commands. I know how to run a command for a specific player only, thats not the problem, we can do this since 2006. Im talking about placing a real script file (.sqf, 50 kb) on the server (or any other client), run it and keep it running until he disconnects or the mission ends. After the file is placed and started, I want to leave the server while the script will still be there, doing its work  ;)

I didnt do any editing during the past 6 years, so I dont know about all the new commands in Arma1/2/OA. Even if there is a new command for exectuting local code as global - its not what Im looking for. I would still have to send these commands to the server, because they are not part of the mission and the server doesnt even know he is supposed to run them ;)

Theres another way , if your active on arma 2 Pm me.
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Re: Remote mod-app Loader
« Reply #24 on: January 31, 2012, 02:02:45 pm »
Btw it's snowing here.  :icon_biggrin2
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Ruscheater

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Re: Remote mod-app Loader
« Reply #25 on: January 31, 2012, 02:11:52 pm »
In A2 currently it is not possible to run scripts on victim machine after it got exited for a few reasons.

1. All in-game threads will get died
2. All non in-game threads (like menu scripts, etc) are activated via Event Handlers defined in config.bin/config.bin
3. You're not able to inject some dll and/or to edit memory on remote machine (it's possible, but hard).
« Last Edit: January 31, 2012, 02:19:04 pm by Ruscheater »
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MrMedic

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Re: Remote mod-app Loader
« Reply #26 on: January 31, 2012, 02:27:49 pm »
In A2 currently it is not possible to run scripts on victim machine after it got exited for a few reasons.

1. All in-game threads will get died
2. All non in-game threads (like menu scripts, etc) are activated via Event Handlers defined in config.bin/config.bin
3. You're not able to inject some dll and/or to edit memory on remote machine (it's possible, but hard).

It's possible to run scripts but I don't know about injecting remote dll's from client though.
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[TKC]Hubertus

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Re: Remote mod-app Loader
« Reply #27 on: January 31, 2012, 04:34:40 pm »

he means keep it running after you exit the server

Thats right, here is in example how it was done in OFP: http://www.youtube.com/watch?v=UqJVhLVK3gU

Quote
i've done this on arma 2 but not using fake files , it can be done by using other methods.

Theres another way , if your active on arma 2 Pm me.

It was just an idea, didnt know its already possible. Im not planning to create something for arma2, but thx anyway for the offer.

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Re: Remote mod-app Loader
« Reply #28 on: January 31, 2012, 05:03:04 pm »
Lol, cool I never saw that UFO thing before.

Good demonstration.
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Re: Remote mod-app Loader
« Reply #29 on: January 31, 2012, 07:51:59 pm »
I sort of misunderstood what you wanted.

You CAN run loops on some else's PC. Use .sqf.

I haven't found a way to run it after the mission resets though. Might look into it one day with the info you provided.
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