Staredit Network

Staredit Network -> UMS Assistance -> Anti-hack (request)
Report, edit, etc...Posted by MarcX on 2005-06-01 at 01:41:33
#1, The entire map should be viewable if you aren't hacking.
#2, Slot 1-8 are all human controlled
#3, Sometimes in the game it will take a while to respawn, so then could be a time to do sth weird with the player.

I was thinking, maybe there is a cloaked unit that crashes you, only if you have a detector? Something like that would be useful... (unvision player when hack checking, place observers for him, since he doesn't have his own vision he won't crash, but with map hack he will see the units revealed anyway, remove observers, give vision back, respawn).

I hope someone is able to help me out here, all ideas and helpful comments are welcome. Thanks.
Report, edit, etc...Posted by in_a_biskit on 2005-06-01 at 03:52:30
I don't think there are any units that only crash you if you look at them with a detector.
But from what I see, your method may work anyway if normal players don't have any vision at all:
  • Remove all vision for Player
  • Create crashing unit
  • Wait
  • Remove crashing unit
  • Restore vision for Player

Perhaps have a short period of time at the beginning when the map isn't visible to non-hackers.
Report, edit, etc...Posted by MarcX on 2005-06-01 at 04:29:10
Yeah that's a good idea, but unfortunately you can have it turned off before game, and turn it on during the game after the hack check. If I recall correctly, in the tutorial there was something about removing the crash unit if a unit enters. How about:


Trigger
Description:
Possible anti-hack#2 trigger#1
Players:
¤ All players
Conditions:
¤ Always
Actions:
¤ Disable observer owned by P11 at Anywhere
¤ Disable observer owned by P10 at Anywhere
¤ Preserve



Trigger
Description:
Possible anti-hack#2 trigger#2
Players:
¤ All players
Conditions:
¤ P11 command at least 1 observer
Actions:
¤ Center location UNIT_VISION_SIZE on observer owned by P11 at anywhere
¤ Give observer owned by P11 at UNIT_VISION_SIZE to P10
¤ Preserve



Trigger
Description:
Possible anti-hack#2 trigger#3
Players:
¤ All players
Conditions:
¤ P11 commands at most 0 observer
Actions:
¤ Give observer owned by P10 at anywhere to P11
¤ Preserve



Trigger
Description:
Possible anti-hack#2 trigger#4
Players:
¤ All players
Conditions:
¤ All players bring at least 2 any unit to UNIT_VISION_SIZE
Actions:
¤ Give observer owned by P11 at UNIT_VISION_SIZE to P9
¤ Give observer owned by P10 at UNIT_VISION_SIZE to P9
¤ Preserve



Trigger
Description:
Possible anti-hack#2 trigger#5
Players:
¤ All players
Conditions:
¤ Player 9 commands at least 1 observer
Actions:
¤ Center location UNIT_VISION_SIZE_2 on observer for P9 at anywhere
¤ Preserve



Trigger
Description:
Possible anti-hack#2 trigger#6
Players:
¤ All players
Conditions:
¤ All players bring at most 1 any unit to UNIT_VISION_SIZE_2
Actions:
¤ Give observer owned by P9 at UNIT_VISION_SIZE_2 to P1
¤ Preserve



I did not have time to test this yet, would it work? Does anyone have suggestions to improve efficiency? Would it be necessary to copy all triggers a few times? (Hyper is of course mandatory). I suppose all these questions except efficiency could be answered by testing... but that will have to wait until I get home (at school now).
Report, edit, etc...Posted by in_a_biskit on 2005-06-01 at 05:07:45
I don't get it...
Why are you giving the obs to player 11, then back to p12, then to p10 whenever a player is nearby?
Report, edit, etc...Posted by MarcX on 2005-06-01 at 05:40:59
QUOTE(in_a_biskit @ Jun 1 2005, 03:07 AM)
I don't get it...
Why are you giving the obs to player 11, then back to p12, then to p10 whenever a player is nearby?
[right][snapback]222725[/snapback][/right]

Good point, edited for efficiency.

[Edit]Oh, you didn't get how it worked?

The observer getting disabled means crash when a player sees it. This will only happen if the observer belongs to player 10 or 11. When it belongs to player 9 it will just be a cloaked unit, not moving and therefore invisible and not interfering with play. It will belong to P9 if a unit enters the area. The only way to get vision of the disabled observer (and crash), is viewing the area with a maphack. If you bring a unit to get vision, the observer will be P9 and not be disabled.

I will probably have to add waits because vision is unpredictable, but then I'd have to do testing. Still, anyone have suggestions or alternatives? I don't know if I like this method of anti-hacking.
Report, edit, etc...Posted by LethaL on 2005-06-01 at 07:31:38
Do you really need an anti-map hack system in your map if the entire map is already visible?
Report, edit, etc...Posted by MarcX on 2005-06-01 at 07:42:09
QUOTE(LethaL @ Jun 1 2005, 05:31 AM)
Do you really need an anti-map hack system in your map if the entire map is already visible?
[right][snapback]222738[/snapback][/right]

Haha, someone else said that too when I posed him this problem. The thing is, it isn't. What I meant was that it SHOULD BE viewable. That is to say, when you bring a unit to the crashing unit's area, you don't crash.
Report, edit, etc...Posted by in_a_biskit on 2005-06-01 at 08:31:08
Oh I see.
In that case, you can simply do what you are thinking of, except there's probably an even simpler way.
There's no need to use one and the same unit throughout the entire game.

As long as there is no unit in location "UnitVisionSize", create a crashing unit there.
( -- be careful here: vision tends to lag behind a unit, so you may have to compensate somehow)
As long as there is a unit in location "UnitVisionSize", remove all crashing units there.

For more effective anti-maphack, repeat for various spread-out locations.
Report, edit, etc...Posted by MarcX on 2005-06-01 at 08:34:22
QUOTE(in_a_biskit @ Jun 1 2005, 06:31 AM)
Oh I see.
In that case, you can simply do what you are thinking of, except there's probably an even simpler way.
There's no need to use one and the same unit throughout the entire game.

As long as there is no unit in location "UnitVisionSize", create a crashing unit there.
( -- be careful here: vision tends to lag behind a unit, so you may have to compensate somehow)
As long as there is a unit in location "UnitVisionSize", remove all crashing units there.

For more effective anti-maphack, repeat for various spread-out locations.
[right][snapback]222744[/snapback][/right]

That would get tedious if I want thousands and thousands of crash units. My triggering sequence (is supposed to) works for any random number of observers you place for p11. All you have to do is place an observer for p11 somewhere to make that location anti-hack. I suppose that's nothing but a matter of style, but I tend to go for flexibility ;p. Now I can just add these triggers into any map I want to have hack protection (creating two UNIT_VISION_SIZE locations for use by triggers), and then place a few observers for p11 at random strategical spots. If this works, that is, I will have to test when I get home. Or can someone else test for me?
Report, edit, etc...Posted by The_Shattered_moose on 2005-06-03 at 14:35:27
Actually, there are a few units that crash sc only if you can detect them, check the thread on hyper units, I believe someone found an invisible unit that was only viewable with a maphack and did something bad to the SC of whoever saw it.
Aha, here it is , search for maphack on that page (maphack as one word, not 2)
Report, edit, etc...Posted by Undead-Fox on 2005-06-06 at 05:12:56
Question: Why do you definitely need the entire map? Could you perhaps make an area in the side somewhere that is blocked off from any player possibilities? If you don't want to waste space with something like that, then make the map, and resize it in SCMDraft to give a little extra space somewhere, then just make two long/wide locations to use the Unit Halt Technique to stop any Air Units from flying there by chance. Then just make the screen Center Location on that locked-out area from time to time, or something.
Report, edit, etc...Posted by MarcX on 2005-06-08 at 15:30:55
That is so seriously perfect! I remember reading it but I didn't connect everything. In my map I'ma just place those all over the map for p1, minimap hack won't work anymore, either, and if you turn your map hack on you can't click on anything anymore.

Great, thanks. 6781, 6781! (I hope I remembered correctly ;P)
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