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Staredit Network -> UMS Assistance -> Is it possible to detect warfog status? (with EUD)
Report, edit, etc...Posted by Remisa on 2006-01-16 at 07:24:38
I read Legacyweapon's anti-iNHALE idea with EUD text detection,
and it worked well, but
there are maphacks which do not display any texts...
(at least there users can make them to not display texts)

For example,
a ZERO maphack shows it's name&info beneath the leaderboard title,
not on the text location.

Detecting 'Maphack on' text is quite useless while they start game with
maphack mode already turned on. (and need not press the insert button)


If EUD trigger can read war fog status, the problem will be solved.
Because even a LITE maphack clears war fog over the map..

If this is possible, answer me please.
Report, edit, etc...Posted by Snipe on 2006-01-16 at 11:47:45
I don't think so. Map hack seems to show all. For some reason you know the extent of it and i know natta about map hack. Why don't you try it out for yourself?
Report, edit, etc...Posted by Deathknight on 2006-01-16 at 21:23:28
QUOTE
If this is possible, answer me please.

It's 100% possible, but it may require some research;

A: Basic knowledge of hex and memory searching.
B: EUD Trigger Conditions(If you don't know how they work).
C: Knowing exactly how a maphack works, and what data is modified by a maphack.
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 21:25:24
Then again, that would only stop certain map hacks from working... not to mention the fact that the map can get really huge from all the triggers detecting the fog and such... maybe the map hack bypasses all that eud good stuff anyway...
Report, edit, etc...Posted by LurkerEgg on 2006-01-16 at 22:04:31
If you can detect when they turn on, use that and a game-crashing building that you can never see. Just center vis on the building at start, wait 5 seconds, remove.
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 22:25:20
That will not work. Some hacks come equipped with anti-crash... figure out that one by yourself... -_-.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-01-17 at 12:55:21
Anti-crash isn't perfect. The typical anti-crash feature offers specific protection from certain crashing units. All you have to do is find a way of crashing the target that the creator of the anti-crash hasn't protected against, and you'll be in business.

Many hackers leave their maphacks on all the time. LurkerEgg's method will eliminate those fairly reliably. For those hackers who do not keep their hacks on all the time, you could use an EUD method, but keep in mind that with EUD's in the map, Mac users won't be able to play it, and will sometimes even crash. A nicer solution might be to have some sort of recurring checking process, but how that would be implemented would have to depend on the type of map.
Report, edit, etc...Posted by Red2Blue on 2006-01-17 at 13:12:06
The problem with reoccuring trigger sets is that they lead to crashing of all users. Not to mention the nice lag tied to them.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-01-17 at 13:40:30
They only crash all users if they're done incorrectly, i.e. in such a way that the "condition" built in to the system, like being able to see a unit that shouldn't be visible, is lost. The lag is preventable by using a physical timer, thus causing the hack test to recur with only a few actions per cycle, and a reasonable cycle rate: it's not necessary to test for maphacking constantly, only to do so every now and then but unpredictably, so that the hacker doesn't simply anticipate the testing time and temporarily turn off the hack.
Report, edit, etc...Posted by Red2Blue on 2006-01-17 at 13:49:16
Then again, ive seen some anti-crashes that literally are invincible and cannot crash! Its insane!
Report, edit, etc...Posted by Deathknight on 2006-01-17 at 16:12:03
QUOTE
Then again, that would only stop certain map hacks from working... not to mention the fact that the map can get really huge from all the triggers detecting the fog and such... maybe the map hack bypasses all that eud good stuff anyway...

All map hacks work the same way, maybe not exactly, but the end result would be the same. Map size wouldn't matter, because tile 1 will still be tile 1.

All unit-related crashes can be fixed by modifying the iscript.bin file. I plan on releasing a superior iscript.bin later.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-01-17 at 21:37:14
QUOTE(Deathknight @ Jan 17 2006, 04:12 PM)
All map hacks work the same way, maybe not exactly, but the end result would be the same. Map size wouldn't matter, because tile 1 will still be tile 1.

All unit-related crashes can be fixed by modifying the iscript.bin file. I plan on releasing a superior iscript.bin later.
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What are the crashes for than if you can fix them? Come to think of it what are they for anyways it has confused me for a long time?
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