Author Topic: Call Compile = Bypass auto-script detection?  (Read 6428 times)

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dinatus

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Re: Call Compile = Bypass auto-script detection?
« Reply #30 on: June 27, 2012, 04:23:18 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.
« Last Edit: July 01, 2012, 06:10:14 pm by dinatus »

MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #31 on: June 27, 2012, 06:14:48 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.


its probably been detected for a while but i did notice more being kicked than usual today , think some escaped because of the lag on the servers.

the servers do seem very very laggy at the moment , i think rocket needs more hive servers to keep up with the new influx of players.
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s0beit

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Re: Call Compile = Bypass auto-script detection?
« Reply #32 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.

Munkcd

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Re: Call Compile = Bypass auto-script detection?
« Reply #33 on: June 28, 2012, 12:16:30 am »
Could I get some help using call compile on the following script? I got it to work on deleteMarkerLocal but I don't understand how to make it work with nearestObjects or any of the createMarker strings. Credits Ruscheater for the code base. I'm just trying to hide it.

Code: [Select]
    _message = format ["Searching vehicles..."];
    player sideChat _message;
    hintSilent _message;

    sleep 0.5;

    // Delete old map markers...
    if (!isNil "dv_markerArray") then
    {
        {
            dml="del"+"eteM"+"arkerL"+"ocal (_x select 0);";call compile dml;
        } forEach dv_markerArray;
    };


    // Creating new empty marker and object array
    dv_markerArray = [];

    // Looking for vehicles
   
    _objcts = nearestObjects [getPosATL player, ["LandVehicle", "Air"], 20000];
   
    // Going thru the _objects and marking them
    {
        _mrker = createMarkerLocal [format ["dayz_vehicle_marker_%1", (random 10)], getPosATL _x];
        _mrker setMarkerShapeLocal "ICON";
        _mrker setMarkerSizeLocal [0.8,0.8];
        _mrker setMarkerColorLocal "ColorBlack";
        _mrker setMarkerTextLocal format ["%1 (%2)", typeOf _x, damage _x];
        if (_x isKindOf "LandVehicle") then
        {
            _mrker setMarkerTypeLocal "n_motor_inf"; // land vehicles
        }
        else
        {
            _mrker setMarkerTypeLocal "n_air"; // air vehicles
        };

        dv_markerArray set [count dv_markerArray, [_mrker, _x]];
    } forEach _objcts;
    _message = format ["Searching vehicles...done"];
    player groupChat _message;
    hintSilent _message;

dinatus

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Re: Call Compile = Bypass auto-script detection?
« Reply #34 on: June 28, 2012, 12:57:00 am »
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.


its probably been detected for a while but i did notice more being kicked than usual today , think some escaped because of the lag on the servers.

the servers do seem very very laggy at the moment , i think rocket needs more hive servers to keep up with the new influx of players.

HERE is the deal, if you want the proof, pm me for name of my server, come to my server, run you scripts, and i will show you what the log will show about co called hidden call compile.

i wanted dev access specifically to discuss this but the moderator i messaged ignored me probably because i have not many posts.



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Re: Call Compile = Bypass auto-script detection?
« Reply #35 on: June 28, 2012, 01:51:09 am »
The forum has STICKY thread about Dev sections.

I thought if people never bothered to read the forums...oh well.
I also get about 2 hours worth of PM reading every day.

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MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #36 on: June 28, 2012, 03:31:12 am »
same z.
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Munkcd

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Re: Call Compile = Bypass auto-script detection?
« Reply #37 on: June 28, 2012, 09:08:25 am »
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.


its probably been detected for a while but i did notice more being kicked than usual today , think some escaped because of the lag on the servers.

the servers do seem very very laggy at the moment , i think rocket needs more hive servers to keep up with the new influx of players.

HERE is the deal, if you want the proof, pm me for name of my server, come to my server, run you scripts, and i will show you what the log will show about co called hidden call compile.

i wanted dev access specifically to discuss this but the moderator i messaged ignored me probably because i have not many posts.




I'm curious what the logs look like. I'd like to give it a shot. Can't PM you though :(

dinatus

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Re: Call Compile = Bypass auto-script detection?
« Reply #38 on: June 28, 2012, 02:22:06 pm »
The forum has STICKY thread about Dev sections.

I thought if people never bothered to read the forums...oh well.
I also get about 2 hours worth of PM reading every day.

i understand.

« Last Edit: July 01, 2012, 06:16:16 pm by dinatus »

BanHammer

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Re: Call Compile = Bypass auto-script detection?
« Reply #39 on: June 28, 2012, 02:56:10 pm »
vmware player + cc proxy + wpe pro + proxycap = bypass script restriction.))))

battleye does not verify the delivery of packets from the client.

« Last Edit: June 28, 2012, 03:03:29 pm by BanHammer »

MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #40 on: June 28, 2012, 04:40:32 pm »
+1 , thanks for shareing  :smile

btw i see darkys at his daft games again ,
hes released a script bypass on another forum ( well done to him ) , looks solid enough but be VERY carefull it's using static and directly messing with batteleye so if be updates you will more than likely recieve a global ban be carefull.

just pre warning you all.
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MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #41 on: June 28, 2012, 05:07:48 pm »
Quote from: PJMaster
[Release] BattleEye Script Detection Bypass : darky.hax

Today 01:06 PM
by PJMaster

You get kicked for this. And maybe a global ban in the next hours when a admin read his logs -.-

its allready detected :icon_laugh

lol darky im sorry man but ive got to laugh at yyou , your a fkn idiot ( no offence but you must be ) you never learn do ya.

never seen battleye detect something as fast as that rofl.
« Last Edit: June 28, 2012, 05:23:09 pm by MrMedic »
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mirc00

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Re: Call Compile = Bypass auto-script detection?
« Reply #42 on: June 28, 2012, 05:22:35 pm »
It did his job, maybe not as long as some guys expected, but it worked.

MrMedic

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Re: Call Compile = Bypass auto-script detection?
« Reply #43 on: June 28, 2012, 05:23:53 pm »
It did his job, maybe not as long as some guys expected, but it worked.

i dont know i never used it but i knew what was comming i stayed well clear even gave people a warning about it.

thing with darky is he never thinks before he does things like this , hes probably just got shit loads of people global banned.

i can see all the admins searching the logs now rubbing there hands and copy pasting the kicks into an email to battleye ... fucking unbelievable.

i remember darky in the early days .. same type of thing .. either didnt think or didnt care.
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mirc00

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Re: Call Compile = Bypass auto-script detection?
« Reply #44 on: June 28, 2012, 05:28:43 pm »
It did his job, maybe not as long as some guys expected, but it worked.

lol mirc , thing with darky is he never thinks before he does things like this , hes probably just got shit loads of people global banned.

I don't know him at all, just saw that he did some bypasses a while ago. But it's not like people are forced to use his bypass, you warned the guys here, he did not. I watched the source and decided to not give it a try, based on what i saw in the source-code. In the end, it's their own fault, though. ;)