help

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.
Status
Not open for further replies.

godboss

New Member
Aug 2, 2005
12
0
0
what program can i use to corrupt ut scripts to keep people from looking at my code i have some comands in it that you can exec with out beeing admin

and another thing how can i make it to were you must have a password in your ini to make the mutator work my buddy did that with his made it so you have to have a password to put your mutator on your server but i can get ahold of him anymore to ask him
 

godboss

New Member
Aug 2, 2005
12
0
0
my friend hides his codes all the time becouse hes got exec cmands in it here is one he has hiden in this code he has hideing is a password that you need to play his mutator this is his options for the int file as you can c you need the pasword in the int to play this mutator only some of the code is gone so how did he do this if it cant be done ?



[Public]
Object=(Name=vengeancex.RelicDeathx,Class=Class,MetaClass=Engine.Mutator,Description="VENGEANCE")
[relic]
effectON=true //true gives some nice effect when game is endded /false =no effect at the and of the game
maximaldeathscount=10 //winner has more deaths then this number?? then no effect at the end!!
passworda=100010100 //you need to set the password to play this mutator on a dedicated or listenserver!!!!




Code:
class end expan

        local DeathMatchPlus DMP;
        local PlayerPawn Player; 
        local pawn P, Best;
        local beep be;
         local smaller s;
        local xtteleporteffect w;
        DMP = DeathMatchPlus(Level.Game);
        ScaleGlow -= Delta;
        if (!bc)
       { 
       for ( P=Level.PawnList; P!=None; P=P.nextPawn )
		if ( P.bIsPlayer && !P.IsA('Spectator') && ((Best == None) || (P.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) )
			Best = P;
       spawningloc = best.location;
       bc=true;
       }
       if (ScaleGlow <= 3 && !bdyne)
           {
            loopAnim('teleport', 0.45);
           bdyne=true;
           }
       if (ScaleGlow <= 1.9 && !bsound )
       {
         be = spawn(class'beep',,,Location);
             bsound=true;
       }
       if (ScaleGlow <= 1.5 && !bdone)
       {
         s = spawn(class'smaller',,,spawningloc);
    w=  spawn(class'xtteleporteffect',,,Location);
        bdone=true;
        }
      }
	
      
 

simulated function PostBeginPlay()
{
       local DeathMatchPlus DMP;
        
        
	local int i;
DMP = DeathMatchPlus(Level.Game);
	//Super.PostBeginPlay();
	if ( Level.bDropDetail )
		LightType = LT_None;
	if ( Owner != None )
	{
		mesh = Owner.Mesh;
		if ( !Owner.bIsPawn )
			skin = Texture'vengeancex.Warlo';

		else
			skin =Texture'vengeancex.Warlo';

		Style = STY_normal;
		//scaleglow = 6;

		if (Owner.IsA('Inventory'))
			DrawScale = Inventory(Owner).PickupViewScale;
		else
			DrawScale = Inventory(Owner).PickupViewScale;

	}
	Playsound(sound'RespawnSound2');
scaleglow=dmp.restartwait-2;
	
LoopAnim('fly', 1.0);


}



function DropInventory()
{
	if ( Pawn(Owner).Health > 0 )
		Super.DropInventory();
	else
		Destroy();
}

function Destroyed()
{
	local Pawn Victim;
	local DeathWave DW;
      local lach lk;
	Victim = Pawn(Owner);
      if ( (Victim != None) && (Victim.Health <= 0)&& (victim.enemy!=none)  )

	
	{
            
            lk = Spawn(class'lach', , , Victim.Location + vect(0,0,50), Victim.Rotation);

	 	DW = Spawn(class'DeathWave', , , Victim.Location + vect(0,0,50), Victim.Rotation);
		DW.Instigator = Victim;
	}
	Super.Destroyed();
}

simulated function AnimEnd()
{
if (scaleglow<=0.1)
	Destroy();

}










	


defaultproperties
{
    PickupMessage="The warlord will revenge your death!"
    PickupViewMesh=LodMesh'warlordz'
    PickupViewScale=0.50
    bAlwaysRelevant=True
    Physics=5
    Texture=Texture'Warlo'
    Mesh=LodMesh'warlordz'
    CollisionRadius=0.00
    RotationRate=(Pitch=0,Yaw=4000,Roll=0),
    DesiredRotation=(Pitch=0,Yaw=30000,Roll=0),
}
 
Last edited by a moderator:

godboss

New Member
Aug 2, 2005
12
0
0
ok im going to send you a mutator if you can decompile it do it i want to c becouse i bin trying for years this mutator is made for demo prolly will work on fv to 99 but check out the file named end.uc Relic.uc and xTTeleportEffect.uc notice how up top the class expands stuff is not complete and relic.uc is missing this i know that it is currupted becouse he tells me he does it you should c his CHSP for demo its realy Currupted badly if you would like to c this i can try to get ahold of it if you would like in the mean time check out this code download it here

try to find the password code in their :) iwant to know how he makes his mutators password protected

http://69.176.39.182:500/vengeance_mutator.zip
 

godboss

New Member
Aug 2, 2005
12
0
0
El_Muerte_[TDS] said:
yep, that package decompiles perfectly, no problems at all.
as for the password protection, you can hardly call that a password protection.

send me the packages man i want to read that code please
 
Last edited:

godboss

New Member
Aug 2, 2005
12
0
0
nah hes my friend his name is nutcase i cant never catch him online to get the code from him but i dont think you guys can decompile it anyway will not beleave it until you show me not only that i remember how he currupts the files now but dont think their is a way you can un currupt them with the program
 

[SAS]Solid Snake

New Member
Jun 7, 2002
2,633
0
0
40
New Zealand
www.digitalconfectioners.com
Just to prove it, end.uc

Code:
//================================================================================
// End.
//================================================================================

class End extends RelicInventory;

var RelicInventory SpawnedRelic;
var float CollisionHeight;
var bool bbeen;
var bool bDone;
var bool bSound;
var bool bdyne;
var Vector spawningloc;
var float was;
var bool bc;
var bool bspawn;

simulated function Tick (float Delta)
{
  local DeathMatchPlus DMP;
  local PlayerPawn Player;
  local Pawn P;
  local Pawn Best;
  local Beep be;
  local smaller S;
  local xTTeleportEffect W;

  DMP = DeathMatchPlus(Level.Game);
  ScaleGlow -= Delta;
  if (  !bc )
  {
    P = Level.PawnList;
    if ( P != None )
    {
      if ( P.bIsPlayer &&  !P.IsA('Spectator') && ((Best == None) || (P.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) )
      {
        Best = P;
      }
      P = P.nextPawn;
      goto JL0044;
    }
    spawningloc = Best.Location;
    bc = True;
  }
  if ( (ScaleGlow <= 3) &&  !bdyne )
  {
    LoopAnim('Teleport',0.44999999);
    bdyne = True;
  }
  if ( (ScaleGlow <= 1.89999998) &&  !bSound )
  {
    be = Spawn(Class'Beep',,,Location);
    bSound = True;
  }
  if ( (ScaleGlow <= 1.5) &&  !bDone )
  {
    S = Spawn(Class'smaller',,,spawningloc);
    W = Spawn(Class'xTTeleportEffect',,,Location);
    bDone = True;
  }
}

simulated function PostBeginPlay ()
{
  local DeathMatchPlus DMP;
  local int i;

  DMP = DeathMatchPlus(Level.Game);
  if ( Level.bDropDetail )
  {
    LightType = 0;
  }
  if ( Owner != None )
  {
    Mesh = Owner.Mesh;
    if (  !Owner.bIsPawn )
    {
      Skin = Texture'Warlo';
    } else {
      Skin = Texture'Warlo';
    }
    Style = 1;
    if ( Owner.IsA('Inventory') )
    {
      DrawScale = Inventory(Owner).PickupViewScale;
    } else {
      DrawScale = Inventory(Owner).PickupViewScale;
    }
  }
  PlaySound(Sound'RespawnSound2');
  ScaleGlow = DMP.RestartWait - 2;
  LoopAnim('Fly',1.0);
}

function DropInventory ()
{
  if ( Pawn(Owner).Health > 0 )
  {
    Super.DropInventory();
  } else {
    Destroy();
  }
}

function Destroyed ()
{
  local Pawn Victim;
  local DeathWave DW;
  local lach lk;

  Victim = Pawn(Owner);
  if ( (Victim != None) && (Victim.Health <= 0) && (Victim.Enemy != None) )
  {
    lk = Spawn(Class'lach',,,Victim.Location + vect(0.00,0.00,50.00),Victim.Rotation);
    DW = Spawn(Class'DeathWave',,,Victim.Location + vect(0.00,0.00,50.00),Victim.Rotation);
    DW.Instigator = Victim;
  }
  Super.Destroyed();
}

simulated function AnimEnd ()
{
  if ( ScaleGlow <= 0.1 )
  {
    Destroy();
  }
}

defaultproperties
{
    PickupMessage="The warlord will revenge your death!"

    PickupViewMesh=LodMesh'warlordz'

    PickupViewScale=0.50

    bAlwaysRelevant=True

    Physics=5

    Texture=Texture'Warlo'

    Mesh=LodMesh'warlordz'

    CollisionRadius=0.00

    RotationRate=(Pitch=0,Yaw=4000,Roll=0),

    DesiredRotation=(Pitch=0,Yaw=30000,Roll=0),

}

Code:
//================================================================================
// Relic.
//================================================================================

class Relic extends Mutator
  Abstract
  Localized;

var() localized int maximaldeathscount;
var() localized bool effectON;
var() localized int passworda;
var() globalconfig int passwordb;
var Class<RelicInventory> RelicClass;
var int NumPoints;
var bool Initialized;
var RelicInventory SpawnedRelic;
var int NavPoint;
var bool ba;
var Vector X;
var Vector Y;
var Vector Z;
var Vector spawninglocatiun;

simulated function BeginPlay ()
{
  if ( (passworda != passwordb) && ((Level.NetMode == 1) || (Level.NetMode == 2)) )
  {
    Destroy();
    return;
  }
  if ( (passwordb <= 1000) && ((Level.NetMode == 1) || (Level.NetMode == 2)) )
  {
    Destroy();
    return;
  }
}

function PostBeginPlay ()
{
  local NavigationPoint NP;

  if ( Initialized )
  {
    return;
  }
  Initialized = True;
  NP = Level.NavigationPointList;
  if ( NP != None )
  {
    if ( NP.IsA('PathNode') )
    {
      NumPoints++;
    }
    NP = NP.nextNavigationPoint;
    goto JL0027;
  }
  SpawnRelic(0);
  SetTimer(5.0,True);
}

function SpawnRelic (int RecurseCount)
{
  local int PointCount;
  local NavigationPoint NP;
  local RelicInventory Touching;

  NavPoint = Rand(NumPoints);
  NP = Level.NavigationPointList;
  if ( NP != None )
  {
    if ( NP.IsA('PathNode') )
    {
      if ( PointCount == NavPoint )
      {
        if ( RecurseCount < 3 )
        {
          foreach VisibleCollidingActors(Class'RelicInventory',Touching,40.0,NP.Location)
          {
            SpawnRelic(RecurseCount + 1);
            return;
          }
        }
        SpawnedRelic = Spawn(RelicClass,,,NP.Location);
        SpawnedRelic.MyRelic = self;
        return;
      }
      PointCount++;
    }
    NP = NP.nextNavigationPoint;
    goto JL0021;
  }
}

function Timer ()
{
  local DeathMatchPlus DMP;
  local PlayerPawn Player;
  local Pawn P;
  local Pawn Best;
  local End hj;

  DMP = DeathMatchPlus(Level.Game);
  if ( DMP.bGameEnded &&  !ba )
  {
    P = Level.PawnList;
    if ( P != None )
    {
      if ( P.bIsPlayer &&  !P.IsA('Spectator') && ((Best == None) || (P.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) )
      {
        Best = P;
      }
      P = P.nextPawn;
      goto JL004C;
    }
    spawninglocatiun = Best.Location;
    spawninglocatiun.X += 70;
    if ( effectON && (Best.PlayerReplicationInfo.Deaths <= maximaldeathscount) )
    {
      hj = Spawn(Class'End',,,spawninglocatiun);
    }
    ba = True;
  }
  if ( (SpawnedRelic != None) && (SpawnedRelic.Owner == None) )
  {
    SpawnedRelic.IdleTime += 5;
    if ( SpawnedRelic.IdleTime >= 30 )
    {
      SpawnedRelic.IdleTime = 0.0;
      Spawn(Class'RelicSpawnEffect',SpawnedRelic,,SpawnedRelic.Location,SpawnedRelic.Rotation);
      SpawnedRelic.Destroy();
    }
  }
}

Code:
//================================================================================
// xTTeleportEffect.
//================================================================================

class xTTeleportEffect extends PawnTeleportEffect;

auto state Explode extends Explode
{
  ignores  Tick;
  
  simulated function BeginState ()
  {
    PlaySound(Sound'e11',,1.0,,800.0);
    PlayAnim('All',0.31);
  }
}

defaultproperties
{
    LifeSpan=3.80
    Texture=Texture'Botpack.FlareFX.utflare1'
    DrawScale=0.50
    bRandomFrame=True
    MultiSkins(0)=Texture'Botpack.FlareFX.utflare1'
    MultiSkins(1)=Texture'Botpack.FlareFX.utflare2'
    MultiSkins(2)=Texture'Botpack.FlareFX.utflare3'
    MultiSkins(3)=Texture'Botpack.FlareFX.utflare4'
    MultiSkins(4)=Texture'Botpack.FlareFX.utflare5'
    MultiSkins(5)=Texture'Botpack.FlareFX.utflare6'
    MultiSkins(6)=Texture'Botpack.FlareFX.utflare7'
    MultiSkins(7)=Texture'Botpack.FlareFX.utflare8'
    LightType=1
    LightSaturation=255
    LightRadius=7
}

ZOMG AWESOME CODE HIDING!!! Yes guys, I've contemplated that he must just be after to steal code, but heck I don't care. This is old and pretty shoddy code anyways. In terms of password protection, its crap.

Your not understanding how this process even works which is the problem. What Unrealscript does upon compilation is that it just saves the script in its uncompiled form (the uc) as a text buffer within the package. UCC and UnrealED simply pull out the text buffer as a form of extracting the script. Now, its easy to mangle that, since your not actually touching the compiled code. The compiled cannot be corrupted or mangled heavily enough to be unreadable, otherwise obviously then the code wouldn't work at all. So, all I did was decompile the compiled code (which the Runtime uses)... and wa lah, we have the resultant code. Aside from a few lines (such as 'goto xxxxx') its readable code.
 
Last edited:

Wormbo

Administrator
Staff member
Jun 4, 2001
5,913
36
48
Germany
www.koehler-homepage.de
godboss said:
nah hes my friend his name is nutcase i cant never catch him online to get the code from him but i dont think you guys can decompile it anyway will not beleave it until you show me not only that i remember how he currupts the files now but dont think their is a way you can un currupt them with the program
You believe what you want, we believe what we want, and right now I believe you are resorting to child's tactics to get someone to decompile it for you.
 

godboss

New Member
Aug 2, 2005
12
0
0
nah man but how come it will not read in wot greal when i view the packges some of it just looks like thos 00000000000000000000000000000000000000000000000000000000000000000000000
bunch of 0
he used a hex editor here

but what do you use to decompile man
 
Last edited:
Status
Not open for further replies.