Staredit Network

Staredit Network -> UMS Assistance -> Anti Map-Hack
Report, edit, etc...Posted by Ultimo on 2005-05-21 at 13:13:33
How would I go about making an effective anti-map hack? I've tried the disabled turret, but that only works with one for some reason. I might just have to take a bunch of different units and scatter them across the map and disable their doodad state.
Report, edit, etc...Posted by scwizard on 2005-05-21 at 13:57:10
QUOTE(Ultimo @ May 21 2005, 12:13 PM)
I might just have to take a bunch of different units and scatter them across the map and disable their doodad state.[right][snapback]212541[/snapback][/right]
Yup, that's the traditional way to do it.
QUOTE(Deathknight @ Apr 26 2005, 08:14 PM)
Make several(depending on your map, I'd say about 9-12 on a 256x256 map) rectangle locations(about 25x20 tiles, or 800x640 in size). Next, is for the triggers. It doesn't matter who they belong to. The first two triggers are for an anti-crash involving a scanner sweep. (Assuming Force 1 are the players, you have a computer player in another force, and the "unit" is a good unit chosen, when disabled, will crash any Starcraft[it can also include the disable-enable trick as well])
[TRIGGER 1: [CONDITIONS: Command Force 1 at least 1 Comsat Station., Switch 1 is clear.] [ACTIONS: Set Switch 1., Remove all unit(that you will use for anti-maphack) for computer player., Preserve trigger.]]
[TRIGGER 2: [CONDITIONS: Command Force 1 at most 0 Comsat Station., Switch 1 is set.] [ACTIONS: Clear Switch 1., Preserve trigger.]]
  > Now these triggers are to prevent an innocent soul from crashing for scanning in a random place with a scanner sweep.
  > Next, we copy the next two triggers for every location we made, replacing 'location' with the location you actually used.
[TRIGGER 1: [CONDITIONS: Bring Force 1 at most 0 any unit to 'location'., Bring Computer player at most 0 unit to 'location'., Switch 1 is clear.] [ACTIONS: Create 1 unit(that you will use for anti-maphack) at 'location' for computer player., Disable doodad state for unit owned by computer player at 'location'., Preserve trigger.]]
[TRIGGER 2: [CONDITIONS: Bring Force 1 at least 1 any unit to 'location'., Bring Computer player at least 1 unit to 'location'., Switch 1 is clear.] [ACTIONS: Remove 1 unit(that you will use for anti-maphack) at 'location' for computer player., Preserve trigger.]]
  > You can also add another action to enable the unit after being disabled, depending on what you used.
Anti-hack level: B.[right][snapback]196115[/snapback][/right]
If it works for Ðeathknight it should work for you.
Report, edit, etc...Posted by Deathknight on 2005-05-21 at 14:09:42
I made that for a melee-UMS map. Basically, when no valid vision exists in one area, the unit that crashes the game is made. When players bring units that give that player valid vision in the area, the unit is removed, so that it will not crash players without map hacks. I disable it when a human player owns a scanner sweep because scanner sweeps can't be detected(at least I think- this gives me an idea to try something).

If it crashes at all when you bring units in the areas where the anti-maphack units are, then just make the locations bigger.
Report, edit, etc...Posted by scwizard on 2005-05-21 at 14:25:12
DK, how did you become an elite? I thought Karma was disabled?

Anwsering the post below:
Doh huh.gif sad.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-05-21 at 14:30:59
Only transformation from normal to regulars was disabled.
Report, edit, etc...Posted by Ultimo on 2005-05-21 at 15:27:30
DeathKnight's way won't work as effectively with a 64x64 map. I just disabled a bunch of turrets on high level, but I tend to crash alot, so I just removed most of them.
Report, edit, etc...Posted by Deathknight on 2005-05-21 at 15:47:13
Based on the information you gave us, my way would work effectively for all sized maps. Well what kind of map are you making?
Report, edit, etc...Posted by Ultimo on 2005-05-21 at 15:55:48
A hide and seek map. wink.gif

I'll show you the terrain.

user posted image
Report, edit, etc...Posted by LegacyWeapon on 2005-05-21 at 16:05:45
You just need to place them where people won't normally look/can't normally see.

The map size should not matter.
Report, edit, etc...Posted by Ultimo on 2005-05-21 at 16:09:13
I tried placing them on the high terrain in the middle, but I kept crashing. >_>
Report, edit, etc...Posted by LegacyWeapon on 2005-05-21 at 17:02:42
Try placing a smaller unit tongue.gif
Report, edit, etc...Posted by Ultimo on 2005-05-21 at 17:30:31
Yeah, maybe an SCV will work better.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-22 at 01:44:27
QUOTE(Ultimo @ May 21 2005, 12:13 PM)
I've tried the disabled turret, but that only works with one for some reason.
[right][snapback]212541[/snapback][/right]


Nah, you just can't disable them at "anywhere". Cause it will try to disable the same one each time, its just the same thing that happens with beacons.
Report, edit, etc...Posted by Ultimo on 2005-05-22 at 02:05:52
I tried centering a location on top of an observer which was located over each turret, disabling the turret and removing the observer till there was no more observers left. Didn't work out too well though, and my turrets kept crashing me. -_-
Report, edit, etc...Posted by in_a_biskit on 2005-05-22 at 02:50:31
Why not center location on the turrets themselves (and give to another player) or creating each one with triggers?
Report, edit, etc...Posted by Deathknight on 2005-05-22 at 18:50:40
Take the units you're using to play the map, and disable/(enable) those. It would be harder for "hackers" to use a map hack then. Just place the unit on the cliffs/places usually not seen(take into account that players can see just a LITTLE of the higher ground). Now run the trigger:


Trigger
Description:
Efficient static disable/enable
Where 'unit' is the unit you are using, player X and Y are two different computer/neutral players(can be 9-12 too).
Players:
¤ Any
Conditions:
¤ Player X commands at least 1 'unit'.
Actions:
¤ Disable doodad state for 'unit' owned by player X at anywhere.
¤ (Optional) Enable doodad state for 'unit' owned by player X at anywhere.
¤ Give 1 unit owned by player X at anywhere to player Y.
¤ Preserve trigger.


Now it should go through every unit, disabling each one by one without the use of an extra location.
Report, edit, etc...Posted by Ultimo on 2005-05-22 at 19:01:17
I'll probably do that. I'm only using one computer player, so I'll have to use neutral players since the computer player is visioned with the players. tongue.gif
Report, edit, etc...Posted by Puni(F) on 2005-05-22 at 19:33:00
http://www.staredit.net/index.php?tutorial=2
Report, edit, etc...Posted by www.com.au on 2005-05-23 at 12:50:24
thats the link that may solve this problem...


so your saying if you say disable doodad state at anywhere for whatever player, it only disables the one??

then why not make seperate locations for each one?

make a seperate action or trigger for each one.....
Report, edit, etc...Posted by Ultimo on 2005-05-23 at 13:28:54
Since I think using seperate locations for each turret or unit would be a waste of locations, not very efficient. But I may end up doing it if I get lazy, unlikely though.
Report, edit, etc...Posted by Deathknight on 2005-05-23 at 17:36:37
Ignore that method I made up in the link Puni posted. That tutorial is out of date.
Report, edit, etc...Posted by www.com.au on 2005-05-24 at 00:47:58
hehehe... yeh...
Report, edit, etc...Posted by FaZ- on 2005-05-26 at 10:00:47
In a hide and seek map anyone with a minimap hack is unaffected by all previous methods posted. You must layer map revealers owned by P1 (minimap prioritizes with the lowest player number on top) so that any other units owned by that player are not seen. Seeing as you only have 1650-ish map revealers, simply place them in the most logical spots, or make your map smaller. You can cover the arena in my SpEeDBaLL map, which is why it's exactly that size.
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