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How to lock Cleo scripts ?

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GtaHellmodded
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#1

Posted 04 May 2014 - 10:55 AM

hello everyone ! i need to know to lock my cleo scripts protect it from  stealer ! thanks for read ! :lol:


Silent
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#2

Posted 04 May 2014 - 10:59 AM

Why would you even want to do this?

xNCx
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#3

Posted 04 May 2014 - 11:37 AM

I read about some locking tricks, but most of them can stop only people who don't know much Sanny Builder :C.


Ashwin.Star
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#4

Posted 04 May 2014 - 12:05 PM

@xNCx

Exactly,

 

@Topic

And We are trying to Help new comers to learn SCM coding,

So, we just let them use our Scripts as An example to Do that kinda Work,

 

if somebody is stealing your MOD, then complain about it, & that mod will be removed,

OR if you Don't want to Share the source with Users,

Start Making ASI/DLL mods,

 

and you know What, :lol:

It is still not Protected ha ha

--------------------------------------

Ahh let Help you a Little,

Look for Locked scripts, try Unlocking them

& you will figure out How to do this,

Good Luck

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LINK/2012
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#5

Posted 04 May 2014 - 03:51 PM

How will that help someone not to steal it? The person can still upload it somewhere with it's own credits. If you print a string saying you are the author (pretty annoying if you ask me) it's no hard to change this string from a hex editor. Also nothing is completely safe, completely locked, people can still figure out how to unlock.

 

Is your script really that awesome and special that no one should know how it works? As a begginner, didn't you decompile scripts to learn more?  Why do you want to deprive this right from other beginners?

 

In my honest opnion, just ignore stealers.

 


Deji
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#6

Posted 04 May 2014 - 10:33 PM

There is no such functionality to lock scripts. You can break them, but that's a totally different matter.


GtaHellmodded
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#7

Posted 20 May 2014 - 04:33 AM

i just want to know how to lock, look like it too hard for me


Deji
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#8

Posted 20 May 2014 - 11:51 AM

i just want to know how to lock, look like it too hard for me

 

It won't work. All you can do is bug the decompiler, but SB3 won't be the only decompiler on earth forever and there's always a way to reverse it. So live with it.


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#9

Posted 20 May 2014 - 04:36 PM

Besides, honestly, by the time you learn to do stuff which actually may be worth ]i]locking[/i], you'll also know some tricks which can make decompilation harder (because it's never impossible)  :santa:


fastman92
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#10

Posted 20 May 2014 - 05:40 PM

Please refer to this post: http://gtaforums.com...4/?p=1065335418

BoltOfLightning
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#11

Posted 20 May 2014 - 05:40 PM Edited by lightning123, 20 May 2014 - 05:48 PM.

There is no such functionality to lock scripts. You can break them, but that's a totally different matter.

Then what do u make of these:

http://www.gtagarage...ow.php?id=23845

http://www.gtagarage...ow.php?id=15230

(Same Author by the way)


Silent
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#12

Posted 20 May 2014 - 05:59 PM Edited by Silent, 20 May 2014 - 05:59 PM.

Then what do u make of these:
http://www.gtagarage...ow.php?id=23845
http://www.gtagarage...ow.php?id=15230
(Same Author by the way)


Neither is locked? What's better, both are open source.

BoltOfLightning
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#13

Posted 20 May 2014 - 06:34 PM Edited by lightning123, 20 May 2014 - 06:36 PM.

 

Then what do u make of these:
http://www.gtagarage...ow.php?id=23845
http://www.gtagarage...ow.php?id=15230
(Same Author by the way)


Neither is locked? What's better, both are open source.

 

My bad.Maybe not locked but written in a way i didn't understand so i assumed its what the creator of the topic was looking for...


GtaHellmodded
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#14

Posted 29 May 2014 - 04:45 AM

lock scripts is a best way to protect our scripts 


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#15

Posted 29 May 2014 - 10:24 AM

Protect from what?

MrGTAmodsgerman
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#16

Posted 29 May 2014 - 01:20 PM

hello everyone ! i need to know to lock my cleo scripts protect it from  stealer ! thanks for read ! :lol:

I find often scripts with a opcode that cant open in my Sanny Builder.
I cant see them what the problem is.
I think you have to do the same but i dont really know how to make a unreadable opcode in a script.


Deji
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#17

Posted 29 May 2014 - 02:14 PM Edited by Deji, 29 May 2014 - 02:15 PM.

 

hello everyone ! i need to know to lock my cleo scripts protect it from  stealer ! thanks for read ! :lol:

I find often scripts with a opcode that cant open in my Sanny Builder.
I cant see them what the problem is.
I think you have to do the same but i dont really know how to make a unreadable opcode in a script.

 

 

There's no such thing as an unreadable opcode.

 

Well, all you have to do is delete the entire contents of SB's sascm.ini, then try to decompile a normal script. Guess what! It's "locked"!

 

You can, at best, make it so that you can't even figure out how to decompile your own script. Still, other people can.


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#18

Posted 29 May 2014 - 02:44 PM

Its not about locking scripts , its about making them unreadable , you should compile your script in a way that when somebody decompiles it he cant figure out how it works or what does this or that do ...


H.A.F
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#19

Posted 24 June 2014 - 12:00 PM Edited by HAF HAF, 24 June 2014 - 12:02 PM.

hello everyone ! i need to know to lock my cleo scripts protect it from  stealer ! thanks for read ! :lol:

 

{$CLEO .cs}

03A4: name_thread "CODE" 
:code
//bla bla bla
hex
02 00 01

Ashwin.Star
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#20

Posted 26 June 2014 - 08:26 AM

Don't leak it like this HAF,

it took TIME to find that one


Deji
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#21

Posted 26 June 2014 - 07:07 PM

All you have to do is delete the 3 last bytes. Unlocked.


Or, wait until Sanny Builder is updated or a new decompiler is released, since the "invalid label offset" bug is, well, just a bug. You're just writing a really bad script and it's not very effective at all. Anyone with the intelligence to make sense of decompiled code also has the intelligence to get around that cheap trick.
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GtaHellmodded
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#22

Posted 27 June 2014 - 03:42 AM

i see some cleo scripts is lock and can't decompiled by unknow param type

so what is it ??


In45do
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#23

Posted 27 June 2014 - 04:47 AM

i see some cleo scripts is lock and can't decompiled by unknow param type

so what is it ??

It's not locked at all. To do that thing, just put a random hex code at the end of the script. And did you know? There are MANY types of this thread in GTAForums, always search them before making a new one.

 

Spoiler


DK22Pac
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#24

Posted 27 June 2014 - 09:04 AM Edited by _DK, 27 June 2014 - 09:06 AM.

There are no reason to 'lock' your script if you're a coding noob.
If you are not agreed, show me example of your code.

 

If you just learning scripting, that's not the question you must be cared on.

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#25

Posted 27 June 2014 - 09:39 AM

There are no reason to 'lock' your script if you're a coding noob.
If you are not agreed, show me example of your code.

 
 

Besides, honestly, by the time you learn to do stuff which actually may be worth locking, you'll also know some tricks which can make decompilation harder (because it's never impossible)  :santa:


I said pretty much the same but in a more neutral way :p
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#26

Posted 27 June 2014 - 06:45 PM

hex
02 00 01
end

this one has already been fixed ~ a month ago in v3.2.2 (current dev version)

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GtaHellmodded
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#27

Posted 29 June 2014 - 03:27 AM Edited by MegamanZXA, 29 June 2014 - 03:28 AM.

i just want to put my name in my cleo script and lock it, so if someone using it, my name will show in game so they can't remove and claim it as these own   :evilgrin:


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#28

Posted 29 June 2014 - 03:34 AM

1) you can't lock it. just break it so it won't open up threw normal methods.
2) it is very easy to fix it so it will open so all your doing is making it harder for people to learn.
3) unless you want to make money from your mod, why do you want to protect it so much?

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#29

Posted 29 June 2014 - 11:52 AM Edited by Silent, 29 June 2014 - 11:52 AM.

if someone using it, my name will show in game so they can't remove and claim it as these own   :evilgrin:


Most annoying protection ever. First thing I'd do after installing such a mod would be editing it out.
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#30

Posted 29 June 2014 - 11:55 AM

Most annoying protection ever. First thing I'd do after installing such a mod would be recreating it from scratch.

Fixed*
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