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Staredit Network -> UMS Assistance -> Anti stay alive
Report, edit, etc...Posted by Azu on 2006-03-26 at 20:20:43
Can somebody please post tell me how to prevent script kiddies from staying in the game after they lost?
Report, edit, etc...Posted by Demaris on 2006-03-26 at 20:26:18

Protoss Marker. Crashes hack programs too.
Report, edit, etc...Posted by Azu on 2006-03-26 at 20:40:33
So I just place a protoss marker anywhere in the map, and then whenever someone tries to use a stay alive hack it will make them crash? Wow, that was easy.

ADDITION:
Hmm it didn't work
Report, edit, etc...Posted by Demaris on 2006-03-26 at 21:02:31

If they see it, they crash. Include a center view on the marker with the defeat trigger.
Report, edit, etc...Posted by Azu on 2006-03-26 at 21:04:08
Oh.. duh.. stupid me, sorry. biggrin.gif

But how do I get them to see it? Without crashing other people? Wouldn't this only work if they were also using a map hack in conjunction with stay alive?
Report, edit, etc...Posted by Demaris on 2006-03-26 at 21:05:11

Give them vision to the area.
Report, edit, etc...Posted by Azu on 2006-03-26 at 21:07:00
How do I do that, without making everyone he is shared visioned to also crash?
Report, edit, etc...Posted by Demaris on 2006-03-26 at 21:08:57

Have an area in the corner of the map that no one can see. Have a protoss marker owned by player 8. Run the AI Script "Turn on shared vision for Player 8" for the player that loses and center vision on the Protoss Marker. Make sure you have it be a 4 second or so wait after the defeat action, so normal people don't get crashed.
Report, edit, etc...Posted by Azu on 2006-03-26 at 21:39:00
But won't this make player 8 crash??
Report, edit, etc...Posted by XMercury on 2006-03-26 at 22:39:29
Just try it! Thats the best way! Demaris is right. I assume you know all about Sharing Vision for chosen players?

ADDITION:
And no, Player 8 won't crash if its a Non-Human Player
Report, edit, etc...Posted by Kyuubi. on 2006-03-26 at 22:40:54
QUOTE(Azu @ Mar 26 2006, 06:38 PM)
But won't this make player 8 crash??
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if its a computer it wont crash(i think)...
Report, edit, etc...Posted by Azu on 2006-03-26 at 22:42:59
Players 1 2 3 4 5 6 7 and 8 are human controlled players, non are AI or computer controlled, in my map. I tried it anyways, though. Player 8 crashes instantly. sad.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-03-26 at 22:48:00
player 12 is always neutral and its always in game
Report, edit, etc...Posted by Azu on 2006-03-26 at 22:56:53
To bad there is no "Turn ON shared vision for player 12" ai script
Report, edit, etc...Posted by Mp)MinigameEast on 2006-03-26 at 23:03:53
why dont you just to this.
the crashing ban button

player 2 controls exactly 0 what ever unit.
play wav. ( a wave that you deleted in the strings)
Report, edit, etc...Posted by Corbo(MM) on 2006-03-26 at 23:04:16
QUOTE(Azu @ Mar 26 2006, 09:56 PM)
To bad there is no "Turn ON shared vision for player 12" ai script
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yes, there isn't but you can always have a cliff to restrict the players from going there and add some fog of war and when the player dies create a map revealer and center view
Report, edit, etc...Posted by Azu on 2006-03-26 at 23:08:29
That will crash everyone the player is shared vision to though won't it? Or is that only if they are looking right there?

Oh and also.. I cannot find the protoss marker in scmdraft2.. I'm probally just blind.. can someone please tell me where it is? confused.gif

Oh and.. does the sound thingy work anymore? I thought it was patched.. if it isn't, then I will use that biggrin.gif
Report, edit, etc...Posted by Mp)MinigameEast on 2006-03-26 at 23:11:15
in the lists that i see about patches. i havent see one that they fixed sounds.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-26 at 23:39:43
Why don't you have the loseing player unshare vision with everyone and create a map revealer over it before you center veiw?
Report, edit, etc...Posted by Azu on 2006-03-26 at 23:44:05
Because then I'd have to make a seperate trigger for every single player which would bloat the map size. I'm gonna try doing it with the sounds and see if that works.
Report, edit, etc...Posted by Demaris on 2006-03-26 at 23:51:13

8 triggers would add an INSIGNIFICANT amount of size to your map.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-03-27 at 00:07:06
1) Unshare the player's vision with everyone.
2) Create a bunker for that player in an area not normally visible. This will also give them vision in that area.
3) Center their view on the bunker.
4) Toggle (not enable or disable, toggle) the bunker's doodad state a few times.
Report, edit, etc...Posted by Corbo(MM) on 2006-03-27 at 19:46:48
QUOTE(Wing-of-no-Wing @ Mar 26 2006, 11:06 PM)
1) Unshare the player's vision with everyone.
2) Create a bunker for that player in an area not normally visible. This will also give them vision in that area.
3) Center their view on the bunker.
4) Toggle (not enable or disable, toggle) the bunker's doodad state a few times.
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That and yes, it would add an insignificant (or whatever its spelled) size to your map, the sound thing i think i know what you mean and yes i think it stills works and the Trigger for each player can easily be solved by just using "current player" instead of all player or allies or enemies
Report, edit, etc...Posted by A_of_s_t on 2006-03-28 at 19:20:39
What about this? The player is defeated... or you make a P1 banning area.

When the player owns 0 of a unit, have that player centerveiw on the protoss marker; the Protoss Marker is in Starforge and is not avalable in Xtra Edit or SCMD ( unless I am also blind ). Set a switch, when this switch is Set, have all players unvision him. Then make a map releaver on the area with the Marker and the hacker or who ever is crashed. This may ( I am not sure ) cause that 1:30 wait... That is only 2 triggers for each player except P1! biggrin.gif


Trigger
Description:
Player is Defeated
Players:
¤ Players 2-8 (Maybe Player 1, if you'd like)
Conditions:
¤ Player 2-8 owns 0 Unit
Actions:
¤ Center Veiw on Location 1
¤ Set Switch 1
¤ Display Text: STUPID HACKER!!!
¤ Share Vision with Current Player
¤ Create 1 Map Releaver at Location 1


Trigger
Description:
Makes sure that other Player don't crash
Players:
¤ All Players
Conditions:
¤ Switch 1 is Set
Actions:
¤ Unvision P1
¤ Unvision P2
¤ Unvision P3
¤ Unvision P4
¤ Unvision P5
¤ Unvision P6
¤ Unvision P7
¤ Unvision P8
¤ Wait 100
¤ Vision P1...8
¤ Turn Switch 1 Off
¤ Preserve Trigger



I may have named a few things wrong...
Report, edit, etc...Posted by Corbo(MM) on 2006-03-28 at 19:47:39
well all i can say about the whoile banning after defeat itsa that the event should fire before the defeat is declared, if not the triggers will never fire because its actually not in game..(you get me), i support the center vision thing, un share the vision, center view at the crashing unit for neutral player, create a map revealer, kill map revealer, defeat, simply
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