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View Full Version : PB checks EVERY path? - Also working with .u


RuffianSoldier
12th June 2005, 06:25
I have been playing around with .u script - and me and some clan mates decided to start a PB server to see if we could bipass PB.

Now, fist we wanted to see if we could rr6game.u in a server that doesnt check CVAR

I added rr6game.r6consoler to my ini knowing it wont be detected if the server isnt running CVAR checks.

I then added a path to a folder on C drive where rr6game.u would be - thinking PB wouldnt scan there

Paths=..\System\*.u
Paths=C:\path\*.u
Paths=..\Maps\*.rsm
Paths=..\Textures\*.utx
Paths=..\Sounds\*.uax
Paths=..\Music\*.umx
Paths=..\StaticMeshes\*.usx
Paths=..\Animations\*.ukx

I test the hack in my own server - it works.

I join my friends server - then get kicked for whitelist (rr6game.u) :-p

So PB checks every path even if its not in the RvS folder? This dissapointed me :(



I understand .u script a bit - I have UTPT - but I dont know where to get started when making a .u hack................. Can I get some help with this?

SiLvErTaR
12th June 2005, 09:32
do you ahve seperate harddrive?? or are you loading the .u in the same drive letter as ravenshield??

RuffianSoldier
12th June 2005, 09:39
RvS is on D: and the hack was on C:

C-X
12th June 2005, 12:02
The reason you didnt get kicked on youre own server is becuz PB cant kick the server host.

frikos
12th June 2005, 12:05
yes whitelist checks the files from those paths
just change the *.u extension to for example .ppp
and then change the path line
Paths=C:\path\*.ppp

KizZamP-
12th June 2005, 13:19
i think *but i'm not sure thought* that pb is not able to scan thru ur usb port,so try to put ur rr6game.u into the other drive(by example ur mp3 recorder[u know the little thing lol[) and then do it.

drewpaul86
12th June 2005, 20:10
here's a hint to bypass the whitelist:

try opening other files that come with rvs with utpt. if u can then u can change the extension on the .u to one of those.

GLoGG
12th June 2005, 21:39
here's a hint to bypass the whitelist:

try opening other files that come with rvs with utpt. if u can then u can change the extension on the .u to one of those.

like drewpaul says there are enough things that u can use that are already there or u can easly hook up in a other .u file thats already there for u..

RuffianSoldier
12th June 2005, 23:46
ic - now what about normal paths? Do most servers run CVAR checks to see if you added a path? Or are those fine.

I was thinking if I made a bot that had default hcaks only (no typing in console) and just made a path to it - I would have an undetectable hack :-P

frikos
13th June 2005, 00:38
I was thinking if I made a bot that had default hcaks only (no typing in console) and just made a path to it - I would have an undetectable hack :-P

i think u missunderstood something there

u are not hooking the r6console, because u want to type the hack-commands into the console

u just need a class to hook... you also can use other classes...
and the exec-functions will still work...
if you dont want to have execs you should play around with the keyevent
i got all my functions on the different numpadkeys ;)

RuffianSoldier
13th June 2005, 03:14
K im confused.

Friko, explain this again - but pretend your talking to a retard.

DotProduct
13th June 2005, 18:31
create a .u that extends actor with the needed functions ... and then overwrite a .utx that isnt being md5 ed.... so lets say in iron wrath theres a wolf-textures.utx replace it with ur compiled .u with the .utx extension that extends actor , make sure all the textures in the .utx are in ur hack, then proceed by loading a map that contains those textures... and ur hack will work.

the reason i said iron wrath is bcuz in ravenshield i dont think the servers can check for the files of ironwrath.... in case the files arent there.

try it out... il most probably be releasing a hack with this bypass method

RuffianSoldier
13th June 2005, 20:39
Awesome - I understand that :-P

Ill try this out today. Kizzamp I need you get on my TS when you can!

SiLvErTaR
14th June 2005, 07:57
I have a question then. Ok say you change your extention to something else and you are able to get by with that, how are you suppose to get by with the rr6game.r6consoler? Wouldnt that be detected in the cvar check? What if it was possible to truncate the cvar check, would that allow the rr6game.r6consoler to stay in the ini file without being picked up by PB?

DyslexicCheater
14th June 2005, 08:30
I have a question then. Ok say you change your extention to something else and you are able to get by with that, how are you suppose to get by with the rr6game.r6consoler? Wouldnt that be detected in the cvar check? What if it was possible to truncate the cvar check, would that allow the rr6game.r6consoler to stay in the ini file without being picked up by PB?

I have posted two workaround methods (That still work) for that problem in these forums. Search.

SiLvErTaR
14th June 2005, 08:54
:ermm: I use a similar convention for my current Anti-Detection build.

In my method I route all the calls to GetForegroundWindow() and some other globally declared functions through a SEH (SetErrorHandler()) Filter I created to handle the bad returned data, or cheats, in my case. I also used several calls to Sleep() and GetWindow() to alter Window Handlers. The final step to stopping all known detection methods was to spoof the data sent and recieved by the clients by intercepting Send(), and Recv().
.

GLoGG
14th June 2005, 15:53
I have a question then. Ok say you change your extention to something else and you are able to get by with that, how are you suppose to get by with the rr6game.r6consoler? Wouldnt that be detected in the cvar check? What if it was possible to truncate the cvar check, would that allow the rr6game.r6consoler to stay in the ini file without being picked up by PB?

dude u dont have to use the ravenshield.ini u can use something else asswell...to hook it up to the game. It's pretty easy (I'm not gonna tell everything).

DotProduct
15th June 2005, 02:25
u dont need the ini to load a map... apart from the fact that it has the path that leads to the maps folder... if u change the extension of a file to rsm the game thinks its a map... and thinks nothing more or nothing less... same concept with a texture... once its applied its applied... but its not the application that counts.. its the fact that the texture file was loaded that it trigers ur "add interaction"

if u do it properly ur interactuion will be added and everything should work fine.

this has nothing to do with the ini.

SiLvErTaR
16th June 2005, 01:48
:dsv: lol nevermind i finnally get how the .u is opened inside the game from the ini file. since the call for the .u is in the rr6game.r6consoler thats how the hax is injected into the game. so by altering the file extension it can be called without changing the r6game.r6console!! Does PB have the authority to check every file on your harddrive's? or just the hard drive that contains the operating folder?

RuffianSoldier
16th June 2005, 04:31
Im pretty sure PB can only check directories listed in the paths in your ini.

GLoGG
16th June 2005, 17:48
Im pretty sure PB can only check directories listed in the paths in your ini.

They chek the whole c:/ drive .... there where allot of people thats asked me if they could do it in a other drive like g:/ or f:/ i don't know about that...maybe u can try it but im not sure u will get kicked/banned cuzz its a tottaly other drive.