Staredit Network

Staredit Network -> UMS Assistance -> Anti-Map Hack
Report, edit, etc...Posted by IA-Sky on 2005-10-30 at 01:50:24
ok here it goes im making a version of Lost Temple that would have good Anti-Map Hack features in it.

I read the Tutorials and it doesn't apply on Lost Temple because if player scouts a location with the crashing sprite it will crash them.

Also if i made the sprites or units cloaked, what if a normal player scouted the area with a observer and it would crash them too.

also i tried the IEP pack triggers in uberation, the "Anti-Inhale" ones and they dont work.

so i need some way to stop map hack, without the non-hackers crashing.
Report, edit, etc...Posted by NerdyTerdy on 2005-10-30 at 01:59:19
Well.... You could have it so that a crash unit whatever you like would spawn in an area if and only if there were no units within like a 20 square radius... That's the best I can think of, but that wouldnt protect versus scanner sweep... Is this supposed to be for melee? If it is I'll go ahead and say that as far as I know it's impossible. To have anti-maphack you have to have areas of the map that will never be explored in the game course.. Or like I said use triggers to generate the crash units when players aren't near.
Report, edit, etc...Posted by IA-Sky on 2005-10-30 at 01:39:04


i was thinking about anti-map hacks and sniper bold locks v316 has a good anti-map hack feature in it, even if you see the area you dont get crash but if map hack is on you get crashed, so do anyone know how he did that?

and also what if a normal player had a detector in the area would it crash him?

i want a way to stop the hackers, without having the non-hackers get crashed or "defeat".

and agian, i already tried using uberation's IEP 'anti-inhale' triggers.
Report, edit, etc...Posted by NerdyTerdy on 2005-10-30 at 01:49:32
Does hallucinating a crash unit work so that after a certain period of time it will disappear? Doing this would work because you could make like random high spots of terrain on the map that people couldn't see like b4 they got air and the hacker might be scrolling around and that could crash him, that's the best I can come up with.
Report, edit, etc...Posted by TDT-DaRkFiRe on 2005-10-30 at 06:29:09
QUOTE(NerdyTerdy @ Oct 30 2005, 07:59 AM)
Well.... You could have it so that a crash unit whatever you like would spawn in an area if and only if there were no units within like a 20 square radius...  That's the best I can think of, but that wouldnt protect versus scanner sweep...  Is this supposed to be for melee?  If it is I'll go ahead and say that as far as I know it's impossible.  To have anti-maphack you have to have areas of the map that will never be explored in the game course..  Or like I said use triggers to generate the crash units when players aren't near.
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Well you could do that, but disable the crashing thing when there's a terran in the game, or when a scanner sweep is created. I even think scanner sweeps can even activate a trigger, right?
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-30 at 10:43:57
QUOTE(NerdyTerdy @ Oct 29 2005, 09:59 PM)
Well.... You could have it so that a crash unit whatever you like would spawn in an area if and only if there were no units within like a 20 square radius...  That's the best I can think of, but that wouldnt protect versus scanner sweep...  Is this supposed to be for melee?  If it is I'll go ahead and say that as far as I know it's impossible.  To have anti-maphack you have to have areas of the map that will never be explored in the game course..  Or like I said use triggers to generate the crash units when players aren't near.
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Scanner Sweep is a unit. Its owned by player 12.
Report, edit, etc...Posted by IA-Sky on 2005-10-30 at 15:16:19
QUOTE(NerdyTerdy @ Oct 29 2005, 11:49 PM)
Does hallucinating a crash unit work so that after a certain period of time it will disappear?  Doing this would work because you could make like random high spots of terrain on the map that people couldn't see like b4 they got air and the hacker might be scrolling around and that could crash him, that's the best I can come up with.
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that would work if the hacker leaves his map hack on, during the game, but if he turns it on like 1minute after then he doesn't crash but, i think this would catch at some of the hackers because most players leaves the hack on.

ADDITION:
anyone else gonna post about this...
Report, edit, etc...Posted by DI- on 2005-10-30 at 15:23:49
It would be fun to use this on a melee map where you don't want people to go. Good idea
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-30 at 19:19:22
QUOTE(DI- @ Oct 30 2005, 12:23 PM)
It would be fun to use this on a melee map where you don't want people to go.  Good idea
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You can't do that on a melee map, everywhere is accessible.

You could have 3 or 4 different places where you disable the doodad state of something your not allowed to see (for instance, a battlecruiser or something else that flies). Then (you will need hyper triggers) when anyplayer brings a unit close to it then it removes the battlecruiser. I am suggesting air so that you can put it in places that ground can't go and most people won't usually go (usually the corners is a good place). Or if you can spare the space, put the crash sprite in a far corner of the map and in the mission briefings explain not to go there. But this will hint at hackers so...hope you get it to work.
Report, edit, etc...Posted by in_a_biskit on 2005-10-30 at 21:46:42
About halfway through his tutorial: http://www.staredit.net/index.php?tutorial=2, DK suggests that one method for overcoming this problem is to choose several less-accessible spots to place crashing units, then to remove them if a unit comes close, and recreate them when there are no units around.

This is essentially the same idea as proposed by NerdyTerdy and Veritaserum, and is probably vulnerable to misfire due to scanner sweep. Even if you immediately remove the crashing unit when you detect a scanner sweep, the player will still get instant vision and detection in the area, making it very risky because your trigger might not fire fast enough even with hypertriggers.

Just as a side note, you can detect a scanner sweep using the "command" condition, but not the "bring" condition. And I'm pretty sure that they are owned by the player that cast them, not player 12 as suggested by Veritaserum (since they give vision to that player only).

You might center every player's view on a crashing sprite/unit at the beginning of the game in an unexplored area - so that most people see a black screen, but map-reveal hacks turned on before the game will crash - then remove the crashing unit a short while later and center everyone's view back to their start locations.

Otherwise, you might take a look at what people are considering using EUDs in this thread:
http://www.staredit.net/index.php?showtopic=20334
Report, edit, etc...Posted by LegacyWeapon on 2005-10-30 at 22:18:54
The EUD method has already been turned into triggers:
http://www.staredit.net/index.php?download=4282
Report, edit, etc...Posted by in_a_biskit on 2005-10-31 at 06:53:42
Apparently, (according to the first post), Sky has already tried that and it didn't work for him. But I don't know enough about EUDs, so maybe someone else can help him out here.
Report, edit, etc...Posted by IA-Sky on 2005-10-31 at 16:45:47
yes, i have already loaded the anti-inhale triggers into my map, and it doesn't work. i have already tested it with inhale.

i have tested removing the crashing unit, when a unit explores the area. it works but the only draw back is scanner sweep i sweeped the area, it gives me the vision, then it removes the unit, so its too late by then, and i crash.
Report, edit, etc...Posted by NerdyTerdy on 2005-10-31 at 19:14:36
Well I don't know what to tell you, you could just do that method I suggested I think it was me anyway, not trying to credit steal anyone, just checked it was me, anyhow the method was hallucinating several crash units so that they will disappear long before anyone gets air, but put them everywhere so that there is a high chance that the hacker will scroll somewhere he shouldn't and crash. Like for LT on the island spots and the mineralless corners, on cliffs near the natural expansions, maybe on some high temple near the middle that is unviewable, if there isn't any you should make some. Just in all kinds of random places that won't be able to be seen until later in the game, zerg would be the only issue... Hopefully they wouldn't get to see the crash units before the disappeared.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-01 at 20:27:24
QUOTE(IA-Sky @ Oct 31 2005, 01:45 PM)
yes, i have already loaded the anti-inhale triggers into my map, and it doesn't work. i have already tested it with inhale.

i have tested removing the crashing unit, when a unit explores the area. it works but the only draw back is scanner sweep i sweeped the area, it gives me the vision, then it removes the unit, so its too late by then, and i crash.
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Even with hyper triggers?
Report, edit, etc...Posted by IA-Sky on 2005-11-02 at 13:32:01
QUOTE(Veritaserum @ Nov 1 2005, 06:27 PM)
Even with hyper triggers?
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yes i used hyper, even if triggers activated faster than a hyper trigger, i believe it still wont work.

because you see, the scan is created first, so youll get vision first then the triggers will remove it. theres no way of detecting the scan befor you get the vision. because the condition is always has to be fullfiled...,

but i have a idea, im wondering if there is a way to make a particular spot on the map never have vision like its allways off at that spot, even by scanning or bringing a unit to it... just wondering if it was possible.

ADDITION:
i want people to think of a way how to solve this, i tried covering the crashing unit with another unit over it and it doesn't work, come on help me think of ways its a group effort...

i been investigating the eud Text byte. SO line 11 is the first line right? well in that case, line 10 should be iNHALE in yellow letters.
Report, edit, etc...Posted by LegacyWeapon on 2005-11-02 at 18:13:38
Line 1 is the first line that SC uses. Line 2 should be "iNHALE" in yellow. Try making the trigger detect it. Yellow is /4 in uBeR@TiOn. So it would be like this:

Line1 Bytes 0-3 is exactly "/4iNH"
Line1 Bytes 4-7 is exactly "ALE/0"

I'm not sure you need the /0 but I put it there just to be safe.

Edit: If you are willing to wait, I will test it.
Report, edit, etc...Posted by I-X-King-X-I on 2005-11-02 at 18:34:06
QUOTE(IA-Sky @ Oct 30 2005, 12:39 AM)
i was thinking about anti-map hacks and sniper bold locks v316 has a good anti-map hack feature in it, even if you see the area you dont get crash but if map hack is on you get crashed, so do anyone know how he did that?

and also what if a normal player had a detector in the area would it crash him?

i want a way to stop the hackers, without having the non-hackers get crashed or "defeat".

and agian, i already tried using uberation's IEP 'anti-inhale' triggers.
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i belive he just had tons of somethign in the middle of the area
(when i was a hacker i tried using it on that map)

nothing but red just appeared everywhere on minimap and i got teh crashed
Report, edit, etc...Posted by IA-Sky on 2005-11-02 at 19:20:02
QUOTE(LegacyWeapon @ Nov 2 2005, 04:13 PM)
Line 1 is the first line that SC uses. Line 2 should be "iNHALE" in yellow. Try making the trigger detect it. Yellow is /4 in uBeR@TiOn. So it would be like this:

Line1 Bytes 0-3 is exactly "/4iNH"
Line1 Bytes 4-7 is exactly "ALE/0"

I'm not sure you need the /0 but I put it there just to be safe.

Edit: If you are willing to wait, I will test it.
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it would be good if you could test it. but im gonna try it now since i know what to do.

ADDITION:
i did exactly what you posted there and it didn't work...
Report, edit, etc...Posted by LegacyWeapon on 2005-11-02 at 19:48:35
Okay so here's what I found out:
Yes SC starts on Line 11 like you said and it retains that spot. So to screw them up, you attempt to create a unit at a location. It will cause a server split if they are the only ones using iNHALE.

So here is a working trigger pack for it:
[attachmentid=14990]

If I were you, I'd add a display or something that tells them they've been hacking so they know what the hell happened to the game.
Report, edit, etc...Posted by IA-Sky on 2005-11-02 at 20:03:14
well i opened inhale.dll with notepad LOL, and i went ctrl + F and typed inhale and the character befor the iNH was something like this iNHALE
that triangle i dont know if its much help or not, im not a programer so i would like you to look intro inhale.dll to find some clues.

ADDITION:
it works i got a dsync when i tested it with a friend.

ADDITION:
could it replace the action with another like

displaytext();
defeat();
Report, edit, etc...Posted by LegacyWeapon on 2005-11-02 at 21:00:21
Yeah, only the condition part matters tongue.gif

I just do the Create Unit for a desync. Remember iNHALE users can choose not to leave when they get the defeat thing.
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