Can somebody please post tell me how to prevent script kiddies from staying in the game after they lost?
Protoss Marker. Crashes hack programs too.
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
If they see it, they crash. Include a center view on the marker with the defeat trigger.
Oh.. duh.. stupid me, sorry.

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?
Give them vision to the area.
How do I do that, without making everyone he is shared visioned to also crash?
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.
But won't this make player 8 crash??
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
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)...
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.

player 12 is always neutral and its always in game
To bad there is no "Turn ON shared vision for player 12" ai script
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)
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
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?
Oh and.. does the sound thingy work anymore? I thought it was patched.. if it isn't, then I will use that

in the lists that i see about patches. i havent see one that they fixed sounds.
Why don't you have the loseing player unshare vision with everyone and create a map revealer over it before you center veiw?
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.
8 triggers would add an INSIGNIFICANT amount of size to your map.
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.
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
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!

| 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...
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