Hello, I have read the tutorial on anti map hack and it was very helpful, but for my needs I need something more.
I am making a poker like game, so it is very very important that no one can map hack. Secondly I do not want to give people false hope that there are no map hackers, so I will not use things like independent cc or disabled scv since there are common map hacks that can get around that. The anti map hack tutorial says a full proof way is to use a sprite with some weird settings. This is good, but I need to be able to remove and re-add the anti hack because at some points in the game people will be able to fly units where ever they like. As far as I know sprites cannot be created adhoc.
Is there any known way to do this?
im not really sure, when you disable a cannon and you don't see it does it crashes sc? if no that'd be a good idea put it under fog of war and at some points make center vision over it
Make a higher terrain, put civs or some other on it, then put tanks on the lower terrain. If map hack is on, the tanks attack and you put defeat trigger if that player kills a civ or some other unit and name that unit Kill me For Free P0rn! or card or w/e
If I'm not mistaken that is only for the code 'Black Sheep Wall'. And they could fly their units over the area and reveal it and die. How about you just make locations around the crash area and move all units that go there.
QUOTE(Echo @ Mar 2 2006, 02:18 PM)
Make a higher terrain, put civs or some other on it, then put tanks on the lower terrain. If map hack is on, the tanks attack and you put defeat trigger if that player kills a civ or some other unit and name that unit Kill me For Free P0rn! or card or w/e
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Yea i think echos system here works best, infact i may use it in some of my upcoming maps.
-Legacy

QUOTE(urmom @ Mar 2 2006, 02:34 PM)
If I'm not mistaken that is only for the code 'Black Sheep Wall'. And they could fly their units over the area and reveal it and die. How about you just make locations around the crash area and move all units that go there.
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dats wat locations and triggers r for
if a air unit reaches around there, move it back or kill it and say NO CHEATING
or just put it around the poker place or dont use air units at all
But I'm pretty sure that I read somewhere that that only works for single player cheats, not hacking.
Yeah Maphacks don't give units vision that they don't have. It just reveals the map to the player. For a anti hack you have to use methods that crash SC.
For the air thing just make a no-fly zone. There is a real nice tutorial that tells you how stop units from going into a location.
And of course you could always just use a non unit readout for your cards. Like Display Text.
Ok good advice so far, but for my situation it won't exactly work the way I want it. Anti air thing could work, but I would prefer to allow free movement of all areas if possible. I would like the anti hack to be surrounding each players cards in 4 corners so that there is no possible way to look at their hand even if you know where to avoid and know when to turn the hack off. Because of this a few of them would be close to the play arena, since I have stuff pretty cramped together in a 64x64 map. These requirements might be a little too high, so I am prepared to sacrifice some level of security if I have to as a last resort.
BTW can't really use text because I am not giving the players cards persay, but actual troops. Hard to explain and I don't want to spoil it until it is done, which should be soon, at least without an anti map hack.
Oh also, as far as I can tell I need at least a 3x3 raised ground to stick something so that it can't be seen, is there any way to use less space?
I don't know how big the raised ground you need but you could defently do this.
On the left or the right side have columb for for everyones hand area.
Have a vertical line of the crashers all the way up the side of the map. If you pick the left side of the map put the card display all to the left of the anti hacks. Have it close enouth to the edge where the width of the screen can't fit between the anti Hacks and the left side fo the map. (so you will have about 18 horizontal tiles to work with)
Then to the right of that you will have to have a No Fly Zone that will hold the air units back so the air unit with the best range can't see the anti hack.
If you are using Nozomu's Invisable Wall thing (or whatever it is called) Then flying up to the no fly zone would stop you in almost the exact same way the edge of the map would stop your flying unit. (no ugly warp backs) This works perfect if the players no more than one air unit of each type. Other wise you have to be creative.
And lastly if you can't deal with the loss of space make your map a 96x64 the 32 extra tiles should be almost perfect. (you can resize maps after their created). The whole addition would be your hack proof area.
PS. You could use display text but you would just have to rework your triggers.
Ok I like your idea for using up a side, that will make things alot simpler. Right now I have it so arena is a big hexigon and their hands are held on the outside of each side. So this will require a complete redesign, but, that shouldn't be too bad.
People will be able to have more than 1 air unit, but I think the invisible wall will still work by doing something like making a 1x64 grid of burrowed lings and when they move into the wall, center location on that unit, then center a 1x2 location on ling in the first location then order move to that location.
i downloaded the hack on the link and tested it on anti-disable.
it just crashs...
or i did something wrong or he is just not doing it

Sounds good with the grid of burrowed lings. I was going to suggest something like that actually. Make sure you make a back up further in, I've done stuff like that before and when rushed with alot of units then they block eachothers spawns and can hop the line.
You could always do the invisable wall in addition. If your selection area is on the left Center a location on air units at anywhere. Automaticlly the one furthest to the left will be picked conventantly the one closest to the wall. So unless your flying a bunch into the wall at once then you can have really good system anyways.
That would also be better than using lings if your afraid of detectors getting near and uncovering a line of lings. You can always put the back up in too.
There used to be EUD's that would detect inhales precense in the RAM. =Instant crash. 2 bad it hasnt been refound.
What's a UED?
Anyways centering on the left sounds even better than the lings, a backup isn't really needed if you issue the order to all men that are in the invalid area to the last valid area instead of just 1 man. Unless they can click more than 12 times per second maybe.
Right now I haven't implemented any anti hack yet, my first priority is to get the game play good and fix bugs. I have a version I think is good to go as a first release:
http://www.darrenks.com/pc if anyone is interested.
BTW any way to move this to the forum for maps in progress or should I just start a new topic there?
My anti maphack uses bunkers. I've yet to have it lose to someone testing it with a hack.
Be sure to periodically center the view of all palyers on the crash zone. If you don't do that, then so long as they wait until after the map starts to turn on the hack, they will bypass your hack protection. You might furthermore wish to put further crashing units hidden by terrain near each player's hand, so even if they only turn on the hack for a second, they still can't cheat.