Staredit Network

Staredit Network -> UMS Assistance -> How to Purposely Crash SC
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-07 at 22:16:47
I'm trying to implement antihack triggers in my map. So for example if a person uses a money hack they'll go to a certain area of the map and crash. The problem is, I had a hacker on my map who hacked and he DIDN'T crash! mad.gif I put an Independant StarPort and an Independant Command Center, and he didn't crash.. So is there a way to make SC crash NO MATTER what for a certain player?? helpsmilie.gif
Report, edit, etc...Posted by Noober on 2006-03-07 at 22:19:45
Use a different sprite... some hacks have sprite filters for the commonly used ones.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-03-07 at 22:27:26
The following units should crash StarCraft:
QUOTE
Both "Unused Terran Bldg"s
Both "Unuzed Zerg Bldg"s
Both "Protoss Unused"s
Cave
Cave-In
Cantina
Mining Platform
Independant Command Center
Jump Gate
Ruins
Kyadarin Crystal Formation (Mispelling is how it is in stat_txt.tbl, and this is the unused one that crashes)
Zerg Marker
Terran Marker
Protoss Marker


Or disabled random units.
Report, edit, etc...Posted by Demaris on 2006-03-07 at 23:00:34

Disabled units run the risk of crashing everyone in the game.

I just tested this, and the unused terran and zerg buildings DO NOT crash Inhale. However the Protoss Marker does.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-10 at 01:45:29
therfor proving you use inhale. Also sprites dont crash some private hacks as they filter all of them and niether do any of those buildings. Disabled units does though so id use those PROPERLY.
Report, edit, etc...Posted by HeRtZ on 2006-03-10 at 02:54:18
QUOTE(Demaris @ Mar 7 2006, 08:00 PM)

Disabled units run the risk of crashing everyone in the game.

I just tested this, and the unused terran and zerg buildings DO NOT crash Inhale. However the Protoss Marker does.

[right][snapback]441255[/snapback][/right]


It's only a risk if the player has vision, The disabled unit has to be out of ANY unit vision.
Report, edit, etc...Posted by 00cnr on 2006-03-10 at 10:43:15
Independent Starports and Comand Centers DON'T crash SC right? I'm a bit unsure about which crashes and which don't.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-03-10 at 12:24:13
My system uses a bunker, and I've never seen a hacker survive it yet...
Report, edit, etc...Posted by Oo.Insane.oO on 2006-03-10 at 15:54:57
Would you be so kind as to post your meathod?

You could make a tutorial on this and gain fame if it is a good system
Report, edit, etc...Posted by The_Shattered_moose on 2006-03-10 at 22:48:35
If you want a really hardcore crash, look into using extended units, although some of them have other, annoying, side effects. To find a crashing extended unit (a few patches ago there were a few that even required a computer reboot because they froze starcraft and made it very hard to alt tab), you just set a unit's ID in SF or SCMDRAFT2 to something beyond the normal unit range, and keep testing units until you find one that fits your needs.
Report, edit, etc...Posted by Demaris on 2006-03-11 at 04:57:19
QUOTE(00cnr @ Mar 10 2006, 10:42 AM)
Independent Starports and Comand Centers DON'T crash SC right? I'm a bit unsure about which crashes and which don't.
[right][snapback]442619[/snapback][/right]


They do crash SC, but not most popular hacks.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-11 at 16:49:29
The best method is disabling like 5 diffrent buildings. That way there is no possibility for them to "not" crash.
Next Page (1)