Post: Proof of my socom4 mods
05-26-2011, 07:48 PM #1
Default Avatar
Deft
Guest
(adsbygoogle = window.adsbygoogle || []).push({}); For those of you who think im lying i will post single player scripts that i have gotten from the game Fully decrypted and decompressed...

    ActiveItemDataTable = {

--///////////////////////////////////////////////////////////////////////////
--// MEDKIT
--///////////////////////////////////////////////////////////////////////////
medkit_resuscitate_heal_percent = "50.0", -- percentage of health a character will have after being resuscitated
medkit_resuscitate_cooldown_time = "10.0", -- time the medkit will be disabled after resuscitating someone
medkit_heal_percent = "100.0", -- how much health will be restored with the medkit per hit
medkit_heal_duration = "5.0", -- time that the heal percent will be applied over
medkit_heal_charge_time = "9.0", -- time it takes for a charge to be restored
medkit_heal_range = "3.0", -- how far in front of the player the origin of the collision sphere lies
medkit_heal_radius = "3.0", -- radius of the healing collision sphere

--///////////////////////////////////////////////////////////////////////////
--// ACTIVE ITEM DATA LIST
--///////////////////////////////////////////////////////////////////////////
ActiveItemDataList = {

--///////////////////////////////////////////////////////////////////////////
--// LASER (continued)
--///////////////////////////////////////////////////////////////////////////
ActiveItemData0 = {
ActiveItemData = {
activeitem_type = "kActiveItemLaser",
faction = "FactionTypeAll",
id = "laser",
model_name = "art/game/weapons/s4_weapons/ammo/s4_laser_designator/s4_laser_designator.dae",
audio_item_stowed = "",
audio_fire = "art/audio/s4/zpr/sound/equip/repairing.zpr", -- sfx played when the item is used
audio_reload = "", -- not actually reloading, this is the confirmation sound
character_attachment_type = "kCharAttachTypeDefault",
animation_type = "",
animation_stowe_type = "",
animation_retrieve_type = "",
item_name = "WEAPON_Designator",
desc = "WEAPON_DES_Designator",
menu_selection_slot = "kSelectionMenuSlotEquipment",
max_uses = "0", -- not used by laser
active_time = "0.0", -- not used by laser
cooldown_time = "0.534159", -- unknown if used by laser
deployable_range = "0.0", -- repairkit is not a deployable
denied_audio = "",
activate_effect = "", -- effect played when in use. Unused for laser in favor of a pre-built laser effect
activate_attach_node = "firepoint", -- this is where activate_effect is played on the model
activate_effect_offset_pos = "0 0 0",
activate_effect_offset_rot = "0 0 0",
}
},

} -- ActiveItemDataList
} -- ActiveItemDataTable



COOP
    CoopGameProperties = {
MessageType = "kUIPlayerNotification",
MessagePriority = 0,
MessageDisplayTimeSec = 5.0,

JoinedGameMsg = "NETWORK_JOINED_PLAYERS_GAME", -- "You have joined {1}'s game."
PlayerEnteredGameMsg = "NETWORK_PLAYER_ENTERED_GAME", -- "{1} has joined the game."
PlayerLeftGameMsg = "NETWORK_PLAYER_LEFT_GAME", -- "{1} has left the game."

} -- end: CoopGameProperties


    -- ScriptVariableNames
--
-- Instant_Action_Mission
-- Mission_Difficulty
-- Instant_Action_Enemy_Density
-------

InstantActionOptions = {
InstantActionVariables = {

----------------------------------------------------------------
-- Instant_Action_Mission Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "1",
DisplayName = "OBJECTIVES_COOP_Takedown", --GENERAL_Neutralize_VIP
DisplayDescription = "OBJECTIVES_COOP_Takedown_Desc", --GENERAL_Locate_and_Neutralize_the_assigned_Officer
},
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "3",
DisplayName = "OBJECTIVES_COOP_Espionage", --GENERAL_Disarm_Bomb
DisplayDescription = "OBJECTIVES_COOP_Espionage_Desc", --GENERAL_Locate_and_disarm_the_planted_charges_before_they_detonate
},
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "2",
-- DisplayName = "GENERAL_Destroy_Object",
-- DisplayDescription = "GENERAL_Seek_out_a_high_value_target_and_destroy_it",
-- },
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "4",
-- DisplayName = "GENERAL_Defend_Area",
-- DisplayDescription = "GENERAL_DES_Defend_Area",
-- },


----------------------------------------------------------------
-- Instant_Action_Difficulty Variables
----------------------------------------------------------------
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "1",
DisplayName = "tag_difficulty_1_name", -- Easy
DisplayDescription = "GENERAL_For_new_recruits",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "2",
DisplayName = "tag_difficulty_2_name", -- Normal
DisplayDescription = "GENERAL_For_experienced_soldiers",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "3",
DisplayName = "tag_difficulty_3_name", -- Hard
DisplayDescription = "GENERAL_For_veteran_commanders",
},
-- {
-- InstantActionVariable = {
-- ScriptVariableName = "Mission_Difficulty",
-- ScriptVariableValue = "4",
-- DisplayName = "tag_difficulty_4_name", -- Elite
-- DisplayDescription = "GENERAL_For_the_best_of_the_best",
-- },
-- },

----------------------------------------------------------------
-- Instant_Action_Enemy_Density Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "1",
DisplayName = "GENERAL_Density_Low",
DisplayDescription = "GENERAL_DES_Density_Low",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "2",
DisplayName = "GENERAL_Density_Medium",
DisplayDescription = "GENERAL_DES_Density_Medium",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "3",
DisplayName = "GENERAL_Density_High",
DisplayDescription = "GENERAL_DES_Density_High",
},

}
}


    MPGameProperties = {
InviteToPartyXMBSubject = "PARTY_INV_Subj"; -- Max length: 17
InviteToPartyXMBBody = "PARTY_INV_Body"; -- Max length: 511

NewRoundTransitionPreviousRoundFinishTimeMS = 7000,
NewRoundTransitionResetGameTimeMS = 9500,
NewRoundTransitionFadeInTimeMS = 12000,
GameEndNearTimeSecondsRemaining = 60,
MusicCuePreGame = "",


MusicCuePostGameVictory = "",
MusicCuePostGameDefeat = "",

KillStreakStart = 5,

RoundEndDelayTeamDied = 5000, -- If the round ends from everyone on a team dying (classic, no respawn game), delay before announcing the end round.

TapTalkPeriodSeconds = 10, -- time allowed to talk after tap
TapTalkCooldownSeconds = 5, -- 'cooldown' on talking after talk time is up

}


Zipper you are lacking thy security once again...
I still love you though zipper, thanks for the practice. This time it took a few months to actually get it working Smile hooray for you guys Happy.

Video soon keep a look out, my computer recently died on me so it is hard to record with this shitty laptop.

Due to certain scripts in the game which may allow exploiting servers and piracy, i will not be releasing this to the public, because of the morons that seem to wanna destroy everything they come across because they seem to think they are hackers. So unless i figure out a way to seperate these properly i wont release.
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The following user thanked Deft for this useful post:

Criptus
05-27-2011, 12:23 AM #2
Good job, Deft!!! Cant wait to see a video, need to know what I am missing out on.
05-27-2011, 10:09 PM #3
Criptus
< ^ > < ^ >
Originally posted by Deft View Post
For those of you who think im lying i will post single player scripts that i have gotten from the game Fully decrypted and decompressed...

    ActiveItemDataTable = {

--///////////////////////////////////////////////////////////////////////////
--// MEDKIT
--///////////////////////////////////////////////////////////////////////////
medkit_resuscitate_heal_percent = "50.0", -- percentage of health a character will have after being resuscitated
medkit_resuscitate_cooldown_time = "10.0", -- time the medkit will be disabled after resuscitating someone
medkit_heal_percent = "100.0", -- how much health will be restored with the medkit per hit
medkit_heal_duration = "5.0", -- time that the heal percent will be applied over
medkit_heal_charge_time = "9.0", -- time it takes for a charge to be restored
medkit_heal_range = "3.0", -- how far in front of the player the origin of the collision sphere lies
medkit_heal_radius = "3.0", -- radius of the healing collision sphere

--///////////////////////////////////////////////////////////////////////////
--// ACTIVE ITEM DATA LIST
--///////////////////////////////////////////////////////////////////////////
ActiveItemDataList = {

--///////////////////////////////////////////////////////////////////////////
--// LASER (continued)
--///////////////////////////////////////////////////////////////////////////
ActiveItemData0 = {
ActiveItemData = {
activeitem_type = "kActiveItemLaser",
faction = "FactionTypeAll",
id = "laser",
model_name = "art/game/weapons/s4_weapons/ammo/s4_laser_designator/s4_laser_designator.dae",
audio_item_stowed = "",
audio_fire = "art/audio/s4/zpr/sound/equip/repairing.zpr", -- sfx played when the item is used
audio_reload = "", -- not actually reloading, this is the confirmation sound
character_attachment_type = "kCharAttachTypeDefault",
animation_type = "",
animation_stowe_type = "",
animation_retrieve_type = "",
item_name = "WEAPON_Designator",
desc = "WEAPON_DES_Designator",
menu_selection_slot = "kSelectionMenuSlotEquipment",
max_uses = "0", -- not used by laser
active_time = "0.0", -- not used by laser
cooldown_time = "0.534159", -- unknown if used by laser
deployable_range = "0.0", -- repairkit is not a deployable
denied_audio = "",
activate_effect = "", -- effect played when in use. Unused for laser in favor of a pre-built laser effect
activate_attach_node = "firepoint", -- this is where activate_effect is played on the model
activate_effect_offset_pos = "0 0 0",
activate_effect_offset_rot = "0 0 0",
}
},

} -- ActiveItemDataList
} -- ActiveItemDataTable



COOP
    CoopGameProperties = {
MessageType = "kUIPlayerNotification",
MessagePriority = 0,
MessageDisplayTimeSec = 5.0,

JoinedGameMsg = "NETWORK_JOINED_PLAYERS_GAME", -- "You have joined {1}'s game."
PlayerEnteredGameMsg = "NETWORK_PLAYER_ENTERED_GAME", -- "{1} has joined the game."
PlayerLeftGameMsg = "NETWORK_PLAYER_LEFT_GAME", -- "{1} has left the game."

} -- end: CoopGameProperties


    -- ScriptVariableNames
--
-- Instant_Action_Mission
-- Mission_Difficulty
-- Instant_Action_Enemy_Density
-------

InstantActionOptions = {
InstantActionVariables = {

----------------------------------------------------------------
-- Instant_Action_Mission Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "1",
DisplayName = "OBJECTIVES_COOP_Takedown", --GENERAL_Neutralize_VIP
DisplayDescription = "OBJECTIVES_COOP_Takedown_Desc", --GENERAL_Locate_and_Neutralize_the_assigned_Officer
},
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "3",
DisplayName = "OBJECTIVES_COOP_Espionage", --GENERAL_Disarm_Bomb
DisplayDescription = "OBJECTIVES_COOP_Espionage_Desc", --GENERAL_Locate_and_disarm_the_planted_charges_before_they_detonate
},
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "2",
-- DisplayName = "GENERAL_Destroy_Object",
-- DisplayDescription = "GENERAL_Seek_out_a_high_value_target_and_destroy_it",
-- },
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "4",
-- DisplayName = "GENERAL_Defend_Area",
-- DisplayDescription = "GENERAL_DES_Defend_Area",
-- },


----------------------------------------------------------------
-- Instant_Action_Difficulty Variables
----------------------------------------------------------------
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "1",
DisplayName = "tag_difficulty_1_name", -- Easy
DisplayDescription = "GENERAL_For_new_recruits",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "2",
DisplayName = "tag_difficulty_2_name", -- Normal
DisplayDescription = "GENERAL_For_experienced_soldiers",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "3",
DisplayName = "tag_difficulty_3_name", -- Hard
DisplayDescription = "GENERAL_For_veteran_commanders",
},
-- {
-- InstantActionVariable = {
-- ScriptVariableName = "Mission_Difficulty",
-- ScriptVariableValue = "4",
-- DisplayName = "tag_difficulty_4_name", -- Elite
-- DisplayDescription = "GENERAL_For_the_best_of_the_best",
-- },
-- },

----------------------------------------------------------------
-- Instant_Action_Enemy_Density Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "1",
DisplayName = "GENERAL_Density_Low",
DisplayDescription = "GENERAL_DES_Density_Low",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "2",
DisplayName = "GENERAL_Density_Medium",
DisplayDescription = "GENERAL_DES_Density_Medium",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "3",
DisplayName = "GENERAL_Density_High",
DisplayDescription = "GENERAL_DES_Density_High",
},

}
}


    MPGameProperties = {
InviteToPartyXMBSubject = "PARTY_INV_Subj"; -- Max length: 17
InviteToPartyXMBBody = "PARTY_INV_Body"; -- Max length: 511

NewRoundTransitionPreviousRoundFinishTimeMS = 7000,
NewRoundTransitionResetGameTimeMS = 9500,
NewRoundTransitionFadeInTimeMS = 12000,
GameEndNearTimeSecondsRemaining = 60,
MusicCuePreGame = "",


MusicCuePostGameVictory = "",
MusicCuePostGameDefeat = "",

KillStreakStart = 5,

RoundEndDelayTeamDied = 5000, -- If the round ends from everyone on a team dying (classic, no respawn game), delay before announcing the end round.

TapTalkPeriodSeconds = 10, -- time allowed to talk after tap
TapTalkCooldownSeconds = 5, -- 'cooldown' on talking after talk time is up

}


Zipper you are lacking thy security once again...
I still love you though zipper, thanks for the practice. This time it took a few months to actually get it working Smile hooray for you guys Happy.

Video soon keep a look out, my computer recently died on me so it is hard to record with this shitty laptop.

Due to certain scripts in the game which may allow exploiting servers and piracy, i will not be releasing this to the public, because of the morons that seem to wanna destroy everything they come across because they seem to think they are hackers. So unless i figure out a way to seperate these properly i wont release.


how did you get these onto your ps3?
05-27-2011, 11:08 PM #4
Default Avatar
Deft
Guest
I don't really wanna go into any more hints on here, te game contains scripts that could allow exploiting the servers and peers along with stealing from the ps store.
05-28-2011, 04:33 AM #5
vuno
Banned
Originally posted by Deft View Post
I don't really wanna go into any more hints on here, te game contains scripts that could allow exploiting the servers and peers along with stealing from the ps store.


How is that possible? Its a game, not a major software on the PS3. Maybe if the game has a option to buy things directly from PSN, from the game. Still, that will only enable free things for the game, not PSN Store.
05-28-2011, 03:18 PM #6
Awesome faceAwesome faceAwesome faceAwesome faceAwesome facekool
05-28-2011, 04:58 PM #7
Default Avatar
Deft
Guest
Originally posted by vuno View Post
How is that possible? Its a game, not a major software on the PS3. Maybe if the game has a option to buy things directly from PSN, from the game. Still, that will only enable free things for the game, not PSN Store.


It is very possble, if you notice i said "may" "could" i know for a fact i can steal from zipper using there own script. I may be able to upload corrupted patches to another user, i also may be able to crash the zipper servers using there own scripts.

let me ask you a question. Do you know how a botnet works?

Also piracy means to steal something... To steal from the ps store doesn't have to mean stealing just anything, hell i can do that right now with psn plus items as we speak without using s4 to do that. What i was getting at was stealing from the company themselves, is wrong and i won't release nadda till i figure out how to cover this stuff up.

Oh yeah hey guys there is a grenade arc and shoulder switch, the buttons just aren't asigned for shoulder switch, and the grenade arc just isn't activated when the throw button is tapped or held. Leaning left and right is also in the game just not assigned. Lot's of classic stuff zipper has in here. from the looks of it, vehicles, pistols, turrets, everything.

--Unused
--{ Name = "ShoulderSwitch", Button = "kPadL3", Event = "kInputEventDown", },

--{ Name = "CM_AssetUAV", Button = "kPadR2", Event = "kInputEventDown", },

--{ Name = "SitRepOn", Button = "kPadL3", Event = "kInputEventDown", },
--{ Name = "SitRepOff", Button = "kPadL3", Event = "kInputEventUp", },

--{ Name = "LeanLeft", Button = "kPadTiltLeft", }, --Controller tilt left
--{ Name = "LeanRight", Button = "kPadTiltRight", }, --Controller tilt right

The problem is they ****ed up there control scheme and did stupid shit by trying to make it like COD
06-03-2011, 12:53 PM #8
Deft, show us a video of the hacks. Noone really thinks you did it.
06-03-2011, 09:50 PM #9
beastly12
Prime Rib
i say bullshit
06-04-2011, 11:56 PM #10
Default Avatar
Deft
Guest
Can you not read? i said "Video soon keep a look out, my computer recently died on me so it is hard to record with this shitty laptop."

ok still don't believe? how ignorant can you get? a script is proof enough, and besides im not evendone with my work... I am now working on a public release....

Only a fool will call this fake, considering a normal user shouldn't have access these things.

if you notice some of the values are wrong, because i am still modding everything trying to get this shit to work hand in hand normally.
Oh wait you wouldn't know because you can't seem to find the script... just leave the thread if your going to be stupid.

    -- DK-S
{
id = "al_smg_stealth_base",
num_mods_for_this_base = "6",
faction = "FactionTypeAll",
rank_needed = "1",
mission_unlocked = "3",
mod_unlocked_sp = "1",
initial_fire_mode = "kAuto",
menu_selection_slot = "kSelectionMenuSlotWeapons",
reticule_type = "kWepRetTypeSMG",
armory_slot = "kArmorySlotPrimary",
category = "kWepCategorySubMachineGun",
fire_param_id = "kFireParamPrimary",
fire_origin = "0 0 0",
alternate_firepoint = "",
fire_impulse = "0",
tracer_color_r = "255",
tracer_color_g = "255",
tracer_color_b = "255",
tracer_color_a = "255",
muzzle_effect = "art/game/fx/effect_files/s4/weapons/muzzleflash_sm_silenced.effect",
muzzle_effect_silenced = "art/game/fx/effect_files/s4/weapons/muzzleflash_sm_silenced.effect",
muzzle_effect_scoped = "art/game/fx/effect_files/s4/weapons/muzzleflash_ads_silenced.effect",
muzzle_effect_scoped_silenced = "",
character_attachment_type = "kCharAttachTypePrimary",
stowed_offset = "0 0 0",
animation_type = "rifle",
camera_shake_animation = "shooting",
camera_shake_settings = "AssaultRifleShake",
animation_reload_type = "reload_pistol",
animation_stowe_type = "stowe_rifle",
animation_retrieve_type = "retrieve_rifle",
animation_right_hand_grip = "",
animation_recoil_weight = "0.3",
use_custom_fire_animation = "false",
rigidbody_proptable_name = "rigidbody_rifle.zpr",
rumble = "data/s4/common/scripts/rumble/rumble_submachine_gun_fire.zpr",
rumble_silenced = "data/s4/common/scripts/rumble/rumble_submachine_gun_fire_s.zpr",
audio_fire = "art/audio/s4/zpr/sound/weapon/k7_p.zpr",
audio_fire_silenced_player = "art/audio/s4/zpr/sound/weapon/k7_ps.zpr",
audio_fire_nonplayer = "art/audio/s4/zpr/sound/weapon/k7.zpr",
audio_fire_silenced = "art/audio/s4/zpr/sound/weapon/k7_s.zpr",
audio_reload = "art/audio/s4/zpr/sound/weapon/k7_r.zpr",
audio_item_retrieved = "art/audio/s4/zpr/sound/global_sounds/weapon_switch.zpr",
audio_item_stowed = "art/audio/s4/zpr/sound/global_sounds/weapon_switch.zpr",
audio_outofammo_tok = "art/audio/s4/zpr/sound/weapon/dry_fire.zpr",
audio_musicThreatVal = "1.0",
audio_pitchShifting_rangeMin = "0.0",
audio_pitchShifting_rangeMax = "100.0",
AIUsageRange = RangeNear,
sight_camera_offset_table = {
SightCameraOffset0 = { SightCameraOffset = { m_eTypeNameOnly = "CST_IRONSIGHT", m_vOffset = "0 0 0" } },
SightCameraOffset1 = { SightCameraOffset = { m_eTypeNameOnly = "CST_REDDOT", m_vOffset = "0 -0.011 -0.06" } },
SightCameraOffset2 = { SightCameraOffset = { m_eTypeNameOnly = "CST_ACOG", m_vOffset = "0 0 0" } },
SightCameraOffset3 = { SightCameraOffset = { m_eTypeNameOnly = "CST_LOWFIXED", m_vOffset = "0 0 0" } },
SightCameraOffset4 = { SightCameraOffset = { m_eTypeNameOnly = "CST_HIGHFIXED", m_vOffset = "0 0 0" } },
SightCameraOffset5 = { SightCameraOffset = { m_eTypeNameOnly = "CST_VARIABLE", m_vOffset = "0 0 0" } },
SightCameraOffset6 = { SightCameraOffset = { m_eTypeNameOnly = "CST_ROCKET", m_vOffset = "0 0 0" } },
SightCameraOffset7 = { SightCameraOffset = { m_eTypeNameOnly = "CST_COUNT", m_vOffset = "0 0 0" } }
},
infinite_ammo = "true",
scavengeable = "true",
scavengeable_mags_ai_min = "2",
scavengeable_mags_ai_max = "3",
max_angle = "0.0",
max_height = "0.0",
model_name = "",



    --
-- Network error messages by state/result combination
-- kNetStateUnknown + result should exist for all results
--

NetworkResultTable = {

-- This text will be returned unless something more specific is found below.
DefaultResultText = "NETWORK_GEN_ERR",

ResultsVec = {
--------------------------------------------------------------------------------------
-- Generic errors first, where state is either unknown, or does not matter. These are
-- the messages that will be shown if no specific state:result match is found.
--------------------------------------------------------------------------------------
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetError",
-- Text = "An error occurred during this operation.",
Text = "NETWORK_GEN_ERR",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetTimeout",
-- Text = "Operation timed out. Please check your internet connection, or try again later.",
Text = "NETWORK_GEN_TIMEOUT",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetCancel",
-- Text = "Operation was cancelled.",
Text = "NETWORK_GEN_CANCEL",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetMediusDisconnect",
-- Text = "The connection to the game universe was lost. Please check your internet connection or try again later.",
Text = "NETWORK_MEDIUS_DROP",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetGameDisconnect",
-- Text = "The connection to the game server was lost.",
Text = "NETWORK_DME_DROP",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNameTaken",
-- Text = "This name is already in use. Please choose a different name.",
Text = "NETWORK_NAME_TAKEN",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNameInvalid",
-- Text = "This name contains words which are not permitted. Please choose a different name.",
Text = "NETWORK_NAME_VULGR",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetCableDisconnect",
-- Text = "There is a problem with your Internet connection. Please ensure that any network cables are plugged in or that your wireless connection is functioning.",
Text = "NETWORK_LOST_LINK",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPDisconnect",
-- Text = "The connection to PlayStation®Network was lost. You must be connected to access the online portions of this title. Please check your internet connection or try again later.",
Text = "NETWORK_LOST_PSN",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPConnectFailed",
-- Text = "Could not connect to PlayStation®Network. You must be connected to access the online portions of this title. Please check your internet connection or try again later.",
Text = "NETWORK_PSN_FAIL",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPNoAccount",
-- Text = "You must have a PlayStation®Network account to access online portions of the title. Sign up now by pressing the PS button and selecting 'Sign Up for PlayStation®Network'"
Text = "NETWORK_NO_PSN",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetProtocolError",
-- Text = "A protocol mismatch occurred.",
Text = "NETWORK_PROTO_MIS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNotImplemented",
Text = "The requested operation is not implemented.",
-- Note: Not loki'd up - should not occur in gold/production, should only occur w/testserver
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetUpdateRequired",
-- Text = "An update is required. Please exit and restart the game.",
Text = "NETWORK_UPDATE_REQUIRED",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetLevelFailedToLoad", -- Note: Not a network error. Maybe the level wasn't built or downloaded. It's just piggy backing on the network error message system
Text = "GENERIC_LEVEL_FAILED_TO_LOAD_PLEASE_CHECK_THAT_IT_EXISTS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNoAccessToContent",
-- Text = "You do not have access to this content."
Text = "NETWORK_NO_ACCESS_TO_CONTENT",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNoOnlineEntitlement",
-- Text = "You can't play online. Sad story bro."
Text = "NETWORK_NO_ONLINE_ENTITLEMENT",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPTPPSFailed",
-- Text = "Update required"
Text = "launcher_tpps_fail",
},
},

--------------------------------------------------------------------------------------
-- State: kNetStateConnectTo[MAPS/MAS/Lobby]
-- Results: Timeout, Error
-- Notes: All other medius errors fall under the general MediusDisconnect result.
--------------------------------------------------------------------------------------
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAPS",
NetResultCode = "kNetTimeout",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAS",
NetResultCode = "kNetTimeout",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToMLS",
NetResultCode = "kNetTimeout",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAPS",
NetResultCode = "kNetError",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAS",
NetResultCode = "kNetError",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToMLS",
NetResultCode = "kNetError",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},

--------------------------------------------------------------------------------------
-- State: kNetStateConnectToDME
-- Results: Timeout, Error
-- Notes: kNetGameDisconnect is handled generically, as its the same for all states
--------------------------------------------------------------------------------------

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetTimeout",
-- Text = "Unable to connect to game server.",
Text = "NETWORK_NO_DME",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetError",
-- Text = "Unable to connect to game server.",
Text = "NETWORK_NO_DME",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGUnknown",
-- Text = "Cannot join the game", -- Non-specific error
Text = "NETWORK_UNKNOWN_JOIN_GAME_ERROR",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGQueueDisabled",
-- Text = "The selected queue is not available for matchmaking.",
Text = "NETWORK_QUEUE_DISABLED",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGBadFaction",
-- Text = "Cannot join the game", -- Non-specific error - should never happen for S4
Text = "NETWORK_UNKNOWN_JOIN_GAME_ERROR",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGNotFound",
-- Text = "Specified game was not found",
Text = "NETWORK_GAME_NOT_FOUND",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGFull",
-- Text = "Specified game is full",
Text = "NETWORK_GAME_FULL",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGNotPartyLeader",
-- Text = "Only the party leader can perform the specified action",
Text = "NETWORK_NOT_PARTY_LEADER",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGPartyInAnotherGame",
-- Text = "Members of the party are already in another game. You cannot join the specified game.", -- E.g., members are in a game, and someone tries to join a queue or a different game.
Text = "NETWORK_PARTY_IN_ANOTHER_GAME",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGNATMismatch",
-- Text = "Cannot connect to game due to network errors. Re-examine your network settings.",
Text = "NETWORK_JOIN_GAME_NATMISMATCH",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGInClanParty",
-- Text = "Cannot queue for other games because you are in a clan party",
Text = "NETWORK_IN_CLAN_PARTY",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGClanMatchRestriction",
-- Text = "Cannot join the game because the game is a clan match",
Text = "NETWORK_CLAN_MATCH_RESTRICTION",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGGameClosed",
-- Text = "Cannot join the game because the game is closed",
Text = "NETWORK_GAME_CLOSED",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGBlacklisted",
-- Text = "Cannot join the game because you are blacklisted",
Text = "NETWORK_GAME_BLACKLISTED",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGMissingEntitlement",
-- Text = "You do not have access to this content."
Text = "NETWORK_NO_ACCESS_TO_CONTENT",
},
},

{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGPartyDisbanded",
-- Text = "Your party has been disbanded."
Text = "tag_party_disbanded_message",
},
},

},
} -- end: NetworkResultTable



What more do you want from me? an early release? Keep trying that bs and ill put this public project on halt for 6 months. Every year it's the same shit, deft we don't believe you, you are lying... Haven't any of you learned yet that since socom 1 i have never failed to hack this game? here i got an idea and this year i am very serious about it.... Ill just release a video here soon when a buddy of mine gets back from school in a month. Then ill make you watch episodes of the same old crap for a year after i get bored then release it when socom 5 comes out.... I got more things to worry about in life then a bunch of leeches trying to tick someone off into a release. Waist your time on something useful or LEARN SOMETHING!!

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