Staredit Network

Staredit Network -> Concepts -> Whisper to Ban
Report, edit, etc...Posted by Pyro-Fire on 2006-06-27 at 10:03:55
so if someone whispers the user and says the right text, anyone can ban. cept they cant ban red smile.gif
Report, edit, etc...Posted by adam591 on 2006-06-27 at 12:54:59
Wow this is so kewl.....
Report, edit, etc...Posted by yoni45 on 2006-06-27 at 20:23:16
QUOTE(Pyro-Fire @ Jun 27 2006, 08:03 AM)
so if someone whispers the user and says the right text, anyone can ban. cept they cant ban red smile.gif
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confused.gif

Anyone can be banned, but only one person can ban them... (in my map for example, it'd be me...)
Report, edit, etc...Posted by Sicarul on 2006-06-27 at 21:29:18
QUOTE(yoni45 @ Jun 27 2006, 09:22 PM)
confused.gif

Anyone can be banned, but only one person can ban them... (in my map for example, it'd be me...)
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What about spoof hacks?
And you can also ignore whispers... =S
Report, edit, etc...Posted by Desperado on 2006-06-27 at 21:35:25
Guys I don't think you understand the applications of Text Detection. Text detection was thought to be utterly useless because it desyncs the game, so you can't use it in any real triggers. You can however use it for this ban system because it desyncs the game and the player you wanted banned is kicked out.

Yoni, if you're not using uberation, what ARE you using? Hopefully something awesome because Uberation has a horribly inefficient interface for this. And how do you know which lines don't use the first two bytes? Is it random or constant? If it's constant, which lines are they?

Thanks for the "At Least" tip, I was just adding characters because I didn't know how it would work if I left blanks.

Yoni I would appreciate it if you explained exactly what method you used to create your triggers and exactly what you did, because I don't want to spend weeks asking questions back and forth trying to figure out how to do this, as we never seem to be online at the same time.
Report, edit, etc...Posted by yoni45 on 2006-06-27 at 22:52:01
QUOTE(Desperado @ Jun 27 2006, 07:35 PM)
Guys I don't think you understand the applications of Text Detection. Text detection was thought to be utterly useless because it desyncs the game, so you can't use it in any real triggers. You can however use it for this ban system because it desyncs the game and the player you wanted banned is kicked out.

Yoni, if you're not using uberation, what ARE you using? Hopefully something awesome because Uberation has a horribly inefficient interface for this. And how do you know which lines don't use the first two bytes? Is it random or constant? If it's constant, which lines are they?

Thanks for the "At Least" tip, I was just adding characters because I didn't know how it would work if I left blanks.

Yoni I would appreciate it if you explained exactly what method you used to create your triggers and exactly what you did, because I don't want to spend weeks asking questions back and forth trying to figure out how to do this, as we never seem to be online at the same time.
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ArtMoney memory searcher, and some math tongue.gif

The lines alternate, I forget which is which, but if line 1 uses all 4 bytes as the first 4 letters, then line 2 starts 2 bytes early, line 3 uses all 4, line 4 starts 2 bytes early, etc. etc.

I'll be home in about 20 min., I'll give you the death counts for where they start and a brief explanation as to how they propagate and u can go from there smile.gif
Report, edit, etc...Posted by Pyro-Fire on 2006-06-28 at 05:34:03
post ur example map?
Report, edit, etc...Posted by Mini Moose 2707 on 2006-06-28 at 11:36:25
I thought of an easy way around this ban system.

/dnd gg ban.
Report, edit, etc...Posted by HolySin on 2006-06-28 at 13:21:41
Not only that, but suppose some ass figured out how it works and started banning your friends out of the game?
Report, edit, etc...Posted by yoni45 on 2006-06-28 at 14:20:37
QUOTE(HolySin @ Jun 28 2006, 11:21 AM)
Not only that, but suppose some ass figured out how it works and started banning your friends out of the game?
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I've noted, several times, that it's user-specific.


As for Mini Moose, you're not the first to have thought of that wink.gif

That's one of the downsides, but my map, for one, has a secondary EUD-based banner that DNDing can't get around...



For Desperado:

Deaths(P9, Exactly, 1178337280, 27720);
Deaths(P8, Exactly, 1178337280, 27711);
Deaths(P10, Exactly, 1178337280, 27729);
Deaths(P3, Exactly, 1869760060, 27716);
Deaths(P4, Exactly, 1869760060, 27725);
Deaths(P2, Exactly, 1869760060, 27707);
Deaths(P5, Exactly, 1869760060, 27734);
Deaths(P11, Exactly, 1178337280, 27738);
Deaths(P6, Exactly, 1869760060, 27743);
Deaths(P12, Exactly, 1178337280, 27747);
Deaths(P7, Exactly, 1869760060, 27752);

Those are the starting character locations for the 12 lines. I'll elaborate later...

Later:

Let's use the the first line as an example

Deaths(P2, Exactly, 1869760060, 27707);

this one uses all 4 bytes as the first 4 letters of the line. 1869760060 is the decimal converted version of the hex value of "<Rea"

to check for the next 4 letters, go up 1 player number. If you're on P12, then cycle back to P1, and add 1 to the unit number (27707 in this case).

The lines that have 1178337280 as the value are the ones that start 2 bytes before the actual text. The first two bytes have 0's in them, so 1178337280 is actually "__<R", where the _ don't represent spaces (which are 20's) or underscores, but 0 values.
Report, edit, etc...Posted by Gigins on 2006-06-28 at 17:37:03
Excellent system. thumbup.gif
Instead of banning hackers, crash them. wink.gif
Report, edit, etc...Posted by Desperado on 2006-06-28 at 21:41:47
QUOTE
Those are the starting character locations for the 12 lines.

You only listed eleven lines, and there should only BE eleven lines. Is this a mistake? I seem to recall a mysterious 12th line that isn't actually used, therefore I wouldn't need to check that line, correct?

QUOTE
1869760060 is the decimal converted version of the hex value of "<Rea"


I don't understand what you're doing here. Are you converting each character in the string "<Rea" to a hexidecimal value and then finding the mathematical decimal equivalent? That can't be right, that yields 1014130017. Furthermore why are you converting "<Rea" at all. The string would look something like this: "<From: Dyne> ban" so shouldn't you be converting "<Fro" ???

Further insight: It would seem that the value 1869760060 is actually "<Fro" in reverse. So it's "orF<" Why the hell is it backwards? Why did you claim that it was "<Rea" I really wish you just made some sense.

You have left me with far more questions than answers.
Report, edit, etc...Posted by Mp)7-7 on 2006-06-29 at 00:44:04
Its crazy, imagine a game without anything on it, but you could get units by typing their names, like if you wanted a marine, type marine, and stuff like this. Awesome! Good Job :bravo:
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-29 at 01:18:10
Perhaps, Desperado, you should read this: http://www.staredit.net/index.php?showtopi...ndpost&p=498985

When a dword is read as a single number, byte number 4 consists of the 16[sup]7[/sup] and 16[sup]8[/sup] places. But of couse I'm a "freaktard" and I have no clue what I'm talking about, so maybe you won't listen.
Report, edit, etc...Posted by yoni45 on 2006-06-29 at 01:26:04
QUOTE(Desperado @ Jun 28 2006, 07:41 PM)
You only listed eleven lines, and there should only BE eleven lines. Is this a mistake? I seem to recall a mysterious 12th line that isn't actually used, therefore I wouldn't need to check that line, correct?
I don't understand what you're doing here. Are you converting each character in the string "<Rea" to a hexidecimal value and then finding the mathematical decimal equivalent? That can't be right, that yields 1014130017. Furthermore why are you converting "<Rea" at all. The string would look something like this: "<From: Dyne> ban" so shouldn't you be converting "<Fro" ???

Further insight: It would seem that the value 1869760060 is actually "<Fro" in reverse. So it's "orF<" Why the hell is it backwards? Why did you claim that it was "<Rea" I really wish you just made some sense.

You have left me with far more questions than answers.

Leave the flaming OUT of it.
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Oh, hell, you're absolutely right on both case hah... 12 was a typo, it's 11 lines. And yes, it's actually "<Fro" and "__<F". (I was at work, in a hurry =/)

In the case of "<Fro", this is:

3C 46 72 6F, which yields 1869760060 (it reads it backwards)

"<Rea" would yield 1634030140... but ah, i just noticed you found it yourself...

Yeah, it reads it backwards, I know... happy.gif
Report, edit, etc...Posted by DeadlyRuler on 2006-06-30 at 13:58:06
cool
Report, edit, etc...Posted by Sicarul on 2006-06-30 at 15:47:12
QUOTE(7-7 @ Jun 29 2006, 01:43 AM)
Its crazy, imagine a game without anything on it, but you could get units by typing their names, like if you wanted a marine, type marine, and stuff like this.  Awesome!  Good Job  :bravo:
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In Warcraft III it's normal to do so, they have text reading common triggers >.<
Report, edit, etc...Posted by Urmom(U) on 2006-06-30 at 16:08:21
Hmm this sounds really cool but I'm trying to implement this into my map and I'm a little confused. Could you help me out? My battle.net name is Urmom.
Report, edit, etc...Posted by uberfoop on 2006-07-01 at 02:09:00
QUOTE(7-7 @ Jun 28 2006, 10:43 PM)
Its crazy, imagine a game without anything on it, but you could get units by typing their names, like if you wanted a marine, type marine, and stuff like this.  Awesome!  Good Job  :bravo:
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Wow, thats someone who hasnt used a suped-up editor before.

FYI WC3 and do anything that sc can do even w/ eud's and 99999999999 times more. You can jass yourself a bloody parabolic jump move on that game, and encrypt unit data text into codes that the game reads for 'hero save/load' systems.


Anyway, brilliant banning system.




BTW, couldn't a name spoofer figure out the system, change their name to yours, and just ban random people in-game?
Report, edit, etc...Posted by Foxboy9x on 2006-07-01 at 05:54:26
what if a spoofer uses a blank name....like, just a space.
Report, edit, etc...Posted by yoni45 on 2006-07-01 at 11:01:31
QUOTE(uberfoop @ Jul 1 2006, 12:08 AM)
BTW, couldn't a name spoofer figure out the system, change their name to yours, and just ban random people in-game?
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I was wondering when someone'd get to that, but I think I've figured out a method to get around that too, I'll get back to you when I've tested it happy.gif


QUOTE(Foxboy9x @ Jul 1 2006, 03:54 AM)
what if a spoofer uses a blank name....like, just a space.
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They can still be banned if you know their original name, and if they dont come in with original name, they can generally be caught as it doesnt return stats... Anyway, the whisper banner doesnt always work 100%, there are ways around it, such as dnd-ing and anyone who'se running on a Mac, which is why, in my map for example, there is a secondary backup banner (also eud player based)
Report, edit, etc...Posted by Lyon on 2006-07-01 at 13:34:57
QUOTE(KinG_JaKe @ Jun 24 2006, 11:29 AM)
clapping.gif
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Report, edit, etc...Posted by Desperado on 2006-07-01 at 19:24:44
Update: Name spoofing will not work as long as you make it so that your ban uses a whispered message, from you. You have to do it that way anyway, to avoid desyncing everyone. The spoofer cannot spoof your name in a whisper. If someone is spoofing, you'll have to know their real name in order to use this method on them, however.

I was also wondering if perhaps one could add an action to the desyncing trigger to clear the players screen of text, so they wouldn't know that they got whispered and would have no idea why they were banned. Thus anyone who hasn't read this topic would have no idea the system existed and wouldn't know to squelch the person. I don't know if the action would actually be capable of running before the desynchronization occured.. you'd have to test that. I haven't been able to because...

Yoni: It seems that the offsets you gave are entirely different from the ones Uberation has, and that is my primary method for creating this triggers. I can pretty much do it by hand now but the only way to create these triggers seems to be Uberation or StarForge's trigger editor. TrigEdit won't allow you to use extended units on conditions. And there's no way in Hell I'm letting StarForge anywhere near my map. I assume that when you say you do it by hand, you're using Starforge to create the triggers?

Furthermore: Guys, please stop posting foolish notions about using text detection to perform other functions. It's use desynchonizes the player (drops them from the game) so it's only purpose can be to ban people. Take a page from DT_Battlekruser and delete your newbie posts so no one knows you don't know what you're talking about.
Report, edit, etc...Posted by yoni45 on 2006-07-01 at 23:31:48
QUOTE(Desperado @ Jul 1 2006, 05:24 PM)
Update: Name spoofing will not work as long as you make it so that your ban uses a whispered message, from you. You have to do it that way anyway, to avoid desyncing everyone. The spoofer cannot spoof your name in a whisper. If someone is spoofing, you'll have to know their real name in order to use this method on them, however.


Ooh, that's right, i was thinking of another potential issue, where players can put up random stuff on the screen using a hack, you've probably seen it b4, using colors and such, etc...

QUOTE(Desperado)
I was also wondering if perhaps one could add an action to the desyncing trigger to clear the players screen of text, so they wouldn't know that they got whispered and would have no idea why they were banned. Thus anyone who hasn't read this topic would have no idea the system existed and wouldn't know to squelch the person. I don't know if the action would actually be capable of running before the desynchronization occured.. you'd have to test that. I haven't been able to because...


Oh my, that's genius, well done! Regardless of desync, the trigger would still run on the player's host system, so that should work happy.gif

QUOTE
Yoni: It seems that the offsets you gave are entirely different from the ones Uberation has, and that is my primary method for creating this triggers. I can pretty much do it by hand now but the only way to create these triggers seems to be Uberation or StarForge's trigger editor. TrigEdit won't allow you to use extended units on conditions. And there's no way in Hell I'm letting StarForge anywhere near my map. I assume that when you say you do it by hand, you're using Starforge to create the triggers?


Correct, I used SF with the replaced condition/action .lst files that allow for use of extended units... If you don't want to let SF touch your map directly, make a blank test map with those triggers in SF, save them, and load them into your map... (it'll make debugging in that small map much easier too) happy.gif

QUOTE
Furthermore: Guys, please stop posting foolish notions about using text detection to perform other functions. It's use desynchonizes the player (drops them from the game) so it's only purpose can be to ban people. Take a page from DT_Battlekruser and delete your newbie posts so no one knows you don't know what you're talking about.
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Actually, see my other thread in regards to syncing text detection triggers via switches smile.gif

http://www.staredit.net/index.php?showtopic=31709
Report, edit, etc...Posted by A_of_s_t on 2006-07-02 at 00:48:39
Briliant system, well done. If you could please PM me with how to do this ( with of course, retart readable ) that would be great. I would really like to see any improvement on this ( though, I really see no room for it ).

I get that you need those special .lst files and you use memcalc, right? But thats it.
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