Good Morning and sorry for the wait. So yes I was able write a lock and unlock Fixlet for the BigFix Console.
I think I left the source code for the lock in the previous thread, and then tcass2k2 and trn helped me track down the unlock action script that is basically it.
NOTE this can be done manually.
Right-click and select Edit Computer Settings from the menu, or select Edit Computer Settings from the Edit menu. The Edit Settings dialog opens. Click the checkbox to either lock or unlock the computer.
We are more interested in the ability to utilize the lock/unlock from a fixlet/task perspective. If I am understanding correctly, we can edit the masthead, add a custom site, and export the BES lock/.unlock fixlets to work from this custom site? Is that correct or am I misunderstanding?
Thanks for the feedback! So I went ahead and tested this out. Opened Administration Tool -> Masthead Management -> Edit Masthead -> Checked Exempt the following site URL from action locking -> Entered Custom Site
:52311/cgi-bin/bfgather.exe/CustomSite_Windows_Patches
No dice. Attempted to issue a gather/updated masthead as well as restarted the BES client on an end server, but running the exported BES Support Unlock Acton into the custom exempted site still results in the end server reporting back a status of locked.
i figured out whats going on. i had 3 clients on an L2-Mac-List which was set to Deny. i blocked an client on the fly with the android-app. when i unblock the device in the app, the devices from the L2-Deny-List are blocked and cannot be unblocked.when i remove the clients from the L2-List, they will not be unblocked.
Hi, Please can any one tell me how to unlock client 000? I tried to log on several times, and as a result of too many attempts the client was lock, moreover, my client 001 has been locked since yesterday due to client copy that I was doing. Right now I do not have access to both client 000 and client 001. Please is there a way to access to the client or unlocking the clients? Thanks
The problem you are having is that the SAP* user has been created a normal user
and it has been assigned a different password. So I guess the best advise it to
use what I have said earlier. I was once in your shoes.
I have a premium account. I am trying to move notes from one notebook to another but it appears Notebook "A" is locked. Not sure how I did that but now I cannot move the notes out of it to Notebook "B". I clicked on the "i" and it says I do not have permissions??
I have the same or related issue. I am trying to work with evernote templates: _examples/gtdtemplates and I can join the notebook but I can't "save to evernote" so they are not that useful. Also, as was described above, they appear on the web but I cannot see joined notebooks in my desktop client. Makes no sense to me.
Using Pro Series 2017 in Windows 10. Had a power outage with client file open which shut down my computer. Now it will not let me open, copy or delete client. Says it is locked by another user and I am the only user.
I had a lightning strike about 60 feet from my office years ago. I had the individual module open in Lacerte. It fried ALL the client names/ssn's/dependent info for the my entire data base. As well as the printer port on my HP printer. All of this despite UPS battery backups.
This page is for the UUU v3.0.x. This is the free version and won't be updated anymore. If you're looking for the UUU v4.x with camera paths and otheradditional features, please visit Otis_Inf's Patreon page: the UUU v4.x is part of Tier 1.
For Unreal Engine 4 powered games, there's a universal way to add a free camera, add timestop, a hud toggle and re-create the in-game console (which is usually stripped out in released games): The Universal UE4 Unlocker, in short UUU. It comes with its own client exe, UuuClient.exe, and is ready to use. See below what you have to do to get started.
Now you first start the game and when the game has opened its main menu, you start the UuuClient.exe application to inject the UniversalUE4Unlocker.dll into the game's process and control its features. To do so, on the General tab you click the Select... button and select the game's process. You can leave the 'DLL to inject' as-is as it should already refer to the UniversalUE4Unlocker.dll.
After you've select the game's process, you click the Inject DLL button. The UUU dll is now injected and the General tab switches to the following screen: here, the UUU is injected into the Darksiders III game process.
If you click Select and the game process isn't shown, even though you know it's running, it's likely the game runs as administator and you therefore have to run the UuuClient.exe also as administrator: right-click the UuuClient.exe and select 'Run as Administrator' or create a shortcut to the exe on your desktop, right-click it, select Properties and on the Shortcut tab, select Advanced..., then check the 'Run as Administrator' checkbox and click OK.
After you've successfully injected the dll, you'll get a series of notification windows in the top left corner of your game window which some info regarding what the UUU is doing. You can now switch to the Available features tab to see which features of the UUU are available with the game you're using it with.
The Game speed can be used with the Slomo timestop when it's active. The Dump object info button can be used to dump all active object names and the addresses in memory to a text file on disk. This feature is helpful for people who want to use cheat engine with the game at hand. See for more info the object dumping section below.
It might be the UUU reports some elements aren't found while the game should be fully supported. This might be caused by assembly mismatches or the timing you injected the dll into the game process. If thishappens try to inject the DLL at moment after you've loaded the level or after the game's menu has fully loaded.
The UUU has various settings you can configure, which you'll do on the Configuration tab. Additionally you can define the key-shortcuts for various functionality on the Key bindings tab. These are discussed below
Most settings are for the built-in free camera and are self explanatory. The Game control device allows you to select which device to use for controlling the built-in free camera. By default it's both 'keyboard+mouse' and 'gamepad'. The device that's chosen is blocked by default to send its input to the game (as much as possible, sometimes this is unavoidable).
To change a key binding, click in the textbox and press the key combination you want to use, then click the OK button that appeared next to the textbox when you clicked it. If you changed your mind, just click Cancel. You can use the same key combination for multiple features. This allows you to e.g. use Insert for enabling the free camera, stopping time and hiding the HUD at the same time.
To do useful things like starting the debug camera, in a lot of games you first have to enable the cheats in the game. To do this, type EnableCheats 1 in the console and hit enter. After that, type toggledebugcamera after you've loaded a level. This should give you the ability to move the camera around using your controller and WASD + mouse. This can be a good alternative for when the built-in camera of the UUU isn't available.
To go back to the game, type again toggledebugcamera in the console or simply press cursor UP to go to a previous command. There are many commands to choose from. Not all of them work. E.g. god or fly might say they're activated but chances are they're not doing anything. Commands like fov 50 (to set the FoV to 50 degrees, default is likely 80), pause (to toggle the pause of the game) and a lot of console variables do work.
The UUU has a sophisticated built-in free camera, which you can enable at any time by pressing Insert (or the key binding you've configured). The camera is controlled by the device that you have selected in the Configuration tab. See below for the default controls. You can configure the keyboard shortcuts in the Key bindings tab.
For hotsampling, or better: dynamically resize the game window to a higher resolution, the usual tool to use is SRWE. The UUU has the same functionality SRWE offers now built-in and has a handy pre-selection of resolutions generated from your monitor's native resolution, using a variety of aspect ratios.
Unreal Engine 4 games by default support hotsampling, as long as you run the game in Windowed mode (in DX12, borderless might also help, but usually, it'sWindowed). If you run your game as full screen, hotsampling might just stretch the game window's content but not set the game's rendering resolution to a higher resolution.
After you've select the resolution and aspect ratio you want to use, click the Set button to activate it. By default the UUU will switch focus back to the game window so you can immediately take the shot. To get back to your native play resolution, you can either select it from the tree or click the Fake fullscreen window.
If you want to check portions of the window that's outside your monitor, you can use the Alignment controls buttons, which allow you to move the window around so you can check whether all parts of the window you're about to take a shot of are properly rendered.
The UUU has another feature up its sleeve: it can dump the memory locations and names of all currently active engine objects a text file in the game folder, called UUU_Objects.txt. To do that, on the Available features tab, click the Dump object info button. The memory addresses listed in the file differ per level and every time you run the game, so if you want to look up objects in-memory after you've loaded a new level, you have to dump the file again. The Objects file is useful for people who create cheat tables.
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