anyone not using send text to all players would desync the game, as well as whispering;p
Exactly. That's why this should be used in single player, or for anti-hacking purposes.
QUOTE(m.r.bob @ Sep 6 2005, 12:11 PM)
It is possible to do something with it.
I'll show you soon enough, but I'm slow when it comes to actually doing things.
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Never mind, found a more efficant way of doing my map.
Sorry about lying to you all and such.
anti-hacking in single player wouldnt work, becuz the codes dont appear on the lines, i tried it for show me the money and it didnt work, but logically, in single player text dont appear if its a cheat and cheat enabled cant b detected either, how would u no which slot typed it, if any at that... just a test idea, although i could hav done something wrong, but i hav a good grip on txt detection, can someone try detecting cheats in single player
omg, maybe u guys arent talking about single player cheats, u talkin about programs, now those can b detected, sometimes i dont think things through all the way rite away
I got an idea about maybe a trivia map. WITH FULL FLEDGED TEXT TRIVIA and nice cinimatics OMG OMG GGNORE OWNED PWNT
What you should make is a map where you can't use the letter E, anyway to notice if it appears in the Text? Using ASCII maybe?
I would make it a REQUIREMENT to have a 7 character name or something, in order to play right, but then, its sooo annoying, and even if your game is 1337, they won't play it, cuz most of the people on B.net don't have the sense to spend like forty seconds making a new name and playing a cool game.
Not worth the effort in my opinion.
I have a good idea.
Every time someone enters something, play a WAV.
Just make it something non annoying, and you're in business.
QUOTE(Deathknight @ Sep 12 2005, 06:09 PM)
Exactly. That's why this should be used in single player, or for anti-hacking purposes.
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and what do ya know... text detection for a well known hack's greet message
note: i did not edit this map, it was someone named Fox_Shotzo
Now that is the second practical idea that has been posted here.
The first was the original post.
That's a great find Maged123. GJ.
whats sad is when i saw this thread i got the EXACT same idea
(which is how i knew it was detecting the infamous hack's greet msg the SECOND i played the map)
Then to conferm my theory i first tried opening it (knowing it would most likely be protected)
Next, i looked at its strings though notepad and found this:
Attention: An opponent on the opposing team hacks.
Check the top left for more detailed information. Lookie Me! I hack! VER Í TRIG€œ
Now i went down past the strings and what do ya know:
iNH
(note: stands for yellow i believe)
whats nice is it drops them REGARDLESS of if they have map-hack on - they only need to have it loaded
i am also sure that this anti-hack only requires ONE TRIGGER to do (and its instant drop)
if you want you could even crash them at that point
p.s. why did no-one else but me (and Fox_Shotzo) think of this?
Good Ideas...How would i Use EUD ( If EUD isnt bad )
Maybe you could create a team game where the teams can talk to each other in code to the other team and the other team tries to decipher the message to fix puzzles
Example:
Team 1 (Knows steps to solve a puzzle):
You need to destroy the machine shop.
Team 2 (Tries to decipher and solve puzzle):
Dwk aqql zw lqnzewd zbq tpvbrq nbwc.
Though I already see the flaw of the not being able to control messaging as to prevent talking with all players rather than just allies or can you? Oh well, I havn't gotten too far into EUD stuff.
QUOTE(Toa5555 @ Oct 1 2005, 02:41 AM)
Good Ideas...How would i Use EUD ( If EUD isnt bad )
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One of the simplest ways would be to use uBeR@TiOn's Trigger Manager.
this would be cool if u could make a trigger that would make computer players "hear" you if you get to close to them for like a S.W.A.T type of game
lol then you could add a silence factor to the game or get caught quicker
not sure what is going on in this forum but isn't the EUD triggers consitly being shut out by blizzard?? they are making new patches to reverse them? so i think we should stop trying no matter how cool they are.
EUD conditions still work.
text detection isnt all its cracked up to be, you cant just have any player say something like, "yes" and the trigger reads it, u have to have something like, "glytcher: yes" but it has to be in different bytes, that can only hold 4 letters at a time: 1-4"glyt" 5-8"cher" 9-12": ye" 13-16"s", and you cant have it read the players name, so if u made a single player rpg with text detection, they would have to be on a special account on b.net, like a shared account, like thepinkzealot, just that has too many letters, i made an account named gly incase i ever make an rpg want to do that...
and dk, i made a test with text detection awhile back, and when i said test a couple times i had it display text "successful" and neiji was in the game too, and he didnt see it say that when it worked, i checked the triggers and i had it only say that to me, and the game didnt crash like you said it would if that happend. so i think something changed in the patch that overwrote euds that made text detection a little more stable...
You could just make multiple triggers, accounting for player names 3-16 characters long...
ya but you have to know the persons name, as far as i know you cant have it detect anything in the 4 bytes... am i wrong?
well....
say i wanted the trigger for a 8 letter name
example: Maged123: EUD ON
id search for:
9-12: ": EU"
13-16: "D ON"
no one ever said you need to search all the bytes in order
Example(B): Maged: EUD ON
9-12: "UD O"
13-16: "N"
you only really need, in the example above, bytes 9-12 to assume the person with a 5 letter name said EUD ON
QUOTE(Maged123 @ Sep 29 2005, 10:07 PM)
and what do ya know... text detection for a well known hack's greet message
note: i did not edit this map, it was someone named Enemy_Forces
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No, Enemy_Forces did not edit the map, Fox_Shotzo did... I have the unprotected version.
.. Hehe.. Heh. You like it?
And by the WAY......
those 8 squares up at the top left, are supposed to contain a probe of the person who hacks. I had not forseen that it would de-synch that player. And the string with the "Attention" thing, yea... It throws a switch to tell all the players that the players with probes are hacking.
I've worked on a version to drop players who load maphack in the middle of a game.. It works by detecting the []Map message, and giving 1000 resources to the offending player, effectively de-synchronizing them from the game, to prevent them from using it.
Oh, and I'm working on a EUD-based banning system fo' laggas. I'll post it when it's completed and fully functional
And I'm done with the bannin system.. but you guys can't really *use* it cuz your name isn't FoX_Shotzo !
(I'm not about to read 7 pages, so this may have been in here)
This doesn't detect text that people say, it does entire lines.
So like with my b.net name being 15 characters, and lets use my friend "Theme97" for an example.
The trigger detects the 8th character to the 19th character": SOME CHEAT"
If it was like this:
Theme97: SOME CHEAT
It would work because the 8th character and out was ": SOME CHEAT"
But If I said it:
O)FaRTy1billion: SOME CHEAT
It would get "1billion: SO" which definitely would not work.
I don't know much about this, but from what I have seen you can only detect text in groups of 4.
If it were possable to check each character individually (is it? I hope so.) You could take their name the first time they talked and look for a ": " and make it save somewhere where it is located. Then just add a trigger for names 4 through 15 (I think 4 is the least amount of chars b.net allows...)
(Looks like some people have already mentioned this, but owell. I said it again.)
Uberation is cool, you can even make the map welcome its creator