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-E-Claymore

Need Help Interpreting Our BE Scripts Log

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After one of our group members found "a box with 10 of every weapon in ARMA II" just off the beach near the Balota airstrip, I started streaming our BattlEye scripts log. I'd not looked at this before, I'm not a programmer, but most of it was easily recognizable as normal; however, there were a few entries associated with two players that seemed out of place.

I've removed the name/ID info, but here's the rest of the text that came up (different instances):

  • #36 CfgWeapons" >> _x);
    if (_isOK) then {
    player addWeapon _x;
    };
    } forEach _wpns;
    player addBackpack _
  • #30
    if (isnil 'BIS_GITA_fnc_createMarkers' || false) then {
    BIS_GITA_fnc_createMarkers
  • #36 select 1;
    };
    _countr = 0;
    {
    dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _coun
  • #36 azine _x;
    } forEach _magazines;
    {
    _newUnit addWeapon _x;
    } forEach _weapons;
    if(str(_magazines)
  • #36 CfgWeapons" >> _x);
    if (_isOK) then {
    player addWeapon _x;
    };
    } forEach _wpns;
    };
  • #36 y + _tQty;
    };
    if (_iItem != "") then {
    _item addWeaponCargoGlobal [_iItem,1];
    };
    };
    case "weapon": {
  • #36 raddWeapon = 'addWeapon'
    #36 raddWeaponcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'addWeapon.sqf')
    #36 raddWeaponCargo = 'addWeaponCargo'
    #36 raddWeaponCargocode = compile PreprocessFile (BIS_PathMPscriptCommands + 'addWeaponCargo.sqf')
    #30 rcreateMarkerLocal = 'createMarkerLocal'
    #30 rcreateMarkerLocalcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'createMarkerLocal.sqf')
    #31 rsetMarkerPosLocal = 'setMarkerPosLocal'
    #31 rsetMarkerPosLocalcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'setMarkerPosLocal.sqf')
    *These were all in the log together, I only removed the player name/ID, which was the same on all of them*

This was in the first 19 pages of a 1,588 page Word doc that I'd dumped the log into. It'd take WAY too long to scroll through it, so I'm trying to get an idea of what's legit and what isn't, that way I can use the find feature to search quicker.

Basically, I'm trying to see if there are certain patterns that are easy to see when people are using hacks before taking any type of action. Any help would be appreciated. Thanks.

Edited by -E-Claymore

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Hey -E-Claymore,

This is known as the infamous ammo box script; the scripts you posted on this thread are not that however, those are legitimate scripts that are running in-game for loot mechanics. You'll want to look for (most obviously) a script called ammo.sqf or cargo.sqf, as those are the publically released scripts that were most widely used.

Let me know if those pop up, if not, it could also be that the hacker used a bypass to get around BattlEye, in which case it won't even be logged.

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like Vaquxine said, that is normal stuff going on, if you want to know how those common cheat scripts look and work, you have so search for them by your own in the known places. the tricky part is the "smart" cheaters who rename their scripts sqf but when you check your logs often, you get used to it what is normal and what is not. an easy way to learn it a bit is to play on your server with less ppl and "live watch" the logs to see the direct feedback in there of what you have done in game.

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Appreciate the feedback guys. I'm going to do some 'find' searches for the script you mentioned, see if anything turns up.

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