Author Topic: Call Compile = Bypass auto-script detection?  (Read 7983 times)

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ZOldDude

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Re: Call Compile = Bypass auto-script detection?
« Reply #15 on: June 27, 2012, 08:38:26 am »
Hmm, could someone explain a bit more how this works?

It works well.

Is that enough "more"?

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serfma

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Re: Call Compile = Bypass auto-script detection?
« Reply #16 on: June 27, 2012, 08:45:51 am »
Hmm, could someone explain a bit more how this works?

It works well.

Is that enough "more"?

EDIT: Oh my, I obviously didn't read enough, my apologies. Any mods want to delete this useless post?  :wink2
« Last Edit: June 27, 2012, 10:48:02 am by serfma »

ZOldDude

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Re: Call Compile = Bypass auto-script detection?
« Reply #17 on: June 27, 2012, 09:13:31 am »
Hmm, could someone explain a bit more how this works?

It works well.

Is that enough "more"?

Heh. Let me re-phrase what I was asking. Could anyone explain to me what Call Compile is exactly, in detail? :)

It was...on the first page of this thread.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

illmatic

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Re: Call Compile = Bypass auto-script detection?
« Reply #18 on: June 27, 2012, 09:56:52 am »
Is CE still a viable option for bypassing? I honestly have no clue on how to create a bypasser.

I have the same question, and I realize that running CE inside a BE server obviously isn't going to work. Can you inject the script with the game open, close CE and then join the server, however? I also understand you would want the script to be original and "split up", so it doesn't instantly come back as blacklisted.

I've spent hours reading around on this stuff and I'll freely admit my ignorance, any insight from those in the know would be greatly appreciated.

serfma

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Re: Call Compile = Bypass auto-script detection?
« Reply #19 on: June 27, 2012, 09:59:01 am »
Hmm, could someone explain a bit more how this works?

It works well.

Is that enough "more"?

Heh. Let me re-phrase what I was asking. Could anyone explain to me what Call Compile is exactly, in detail? :)

It was...on the first page of this thread.

Sorry, stupid and not knowing what i'm looking for. xD

Contag

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Re: Call Compile = Bypass auto-script detection?
« Reply #20 on: June 27, 2012, 10:44:06 am »
Seemed like a bit too easy for me.

welcome to battleye

Allonsy

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Re: Call Compile = Bypass auto-script detection?
« Reply #21 on: June 27, 2012, 10:49:04 am »
Wish i had enough experience with scripting to make my own bypass...
Gah...

serfma

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Re: Call Compile = Bypass auto-script detection?
« Reply #22 on: June 27, 2012, 10:54:49 am »
Wish i had enough experience with scripting to make my own bypass...
Gah...

I wish, too. I'm actually learning about scripting/coding/whatever you want to call it by just reading these threads. It took me a good while to understand the Quote in your first post, how it works. Lol

Ser Sabs

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Re: Call Compile = Bypass auto-script detection?
« Reply #23 on: June 27, 2012, 11:06:02 am »
Wish i had enough experience with scripting to make my own bypass...
Gah...

A bypass isn't has hard as you think.

Some might think someone is being lazy when they respond with "Everything to do -this- has been posted already", but they're not. They're just tired of saying the same shit they've already said multiple times. The only legwork you actually have to do is know how to code.

mirc00

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Re: Call Compile = Bypass auto-script detection?
« Reply #24 on: June 27, 2012, 11:19:09 am »
I was talking about that, i just expressed myself a bit poorly, sorry. I understand, that when you split "addWeapon" into "a+dd+we+apo+n", it's hard to tell where you splitted it in the end, but i haven't messed around with "call compile" yet, so it's a bit hard for me to understand. I know, based on your explanation, that "call compile" turns a string like "rem"+"oveAllW"+"eapons _unt;" into executable code that you can run on your client. But how does this looks like when you take a look at the server logs on a DayZ-Server? What exactly can admins see, after running above line with "call compile"? I know that, without using this method, admins can clearly see which code you were executing. I hope i got you right.

Can anyone answer my last question? :)

Ser Sabs

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Re: Call Compile = Bypass auto-script detection?
« Reply #25 on: June 27, 2012, 12:04:04 pm »
Regardless of how you split it, they will still see the actual script. You can still be banned from that server or if the admins care enough push for a global ban.

mirc00

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Re: Call Compile = Bypass auto-script detection?
« Reply #26 on: June 27, 2012, 12:06:45 pm »
Thanks Ser Sabs. Then i guess, this is the point where you need the actual bypass that prevent scripts from showing up in the logs, am i right? Or isn't there any chance of blocking the script from showing up?

MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #27 on: June 27, 2012, 04:03:13 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.
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s0beit

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Re: Call Compile = Bypass auto-script detection?
« Reply #28 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)

MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #29 on: June 27, 2012, 04:08:04 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)

thats battlepiss for you. :icon_laugh

f5'ing tkc all day and adding it to 'their' detection lists.

funny thing is it took em fucking ages to detect that public bypass i released , the anti cheat is far too easy to beat.
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https://www.youtube.com/watch?v=62_7-AYfdkQ
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