Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Trigger Warden #1: ZynMapHack detect(1.0.6g)
Trigger Warden #1: ZynMapHack detect(1.0.6g)
Dec 7 2008, 1:00 pm
By: Maps
Pages: < 1 2 3 49 >
 

Dec 9 2008, 10:46 pm poiuy_qwert Post #21

PyMS and ProTRG developer

Quote from Vi3t-X
You're saying that if the player sees the Marine, they drop? Does it detect screen position?

No. The way it works is the EUD condition is checking a value that is local to only the hackers computer. So if the condition is true for him because he is hacking, its false for everyone else, thus if you create a marine or do any other action (i think any, but at least any that arn't only local effects) the hackers game will be different causing a desync.




Dec 9 2008, 11:31 pm Oo.DaMeiN.oO Post #22



Okay, I have tried putting this in a map, typing it in myself but I cannot seem to save when it comes to "Unknown" player and the UnitID. How can I do this from scratch?

Thanks.

Nevermind, discovered a way.

Post has been edited 2 time(s), last time on Dec 10 2008, 12:59 am by Oo.DaMeiN.oO.



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Dec 9 2008, 11:39 pm SOLAR Post #23



What program do you use to view this trigger? What do you use to put it in your map?



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Dec 10 2008, 1:39 am ClansAreForGays Post #24



scmdraft text trigger editor.




Dec 10 2008, 1:00 pm Devourer Post #25

Hello

Just an idea...
most maphacks has the function to see the whole map
maybe place the start-location of the players at an invalid building (unused zerg building #1 for example).
The building MUST BE IN FOG! otherwise all would crash
so when a maphacker is in there, he see that building at the start and crashes....

(maybe it's already said, didn't read everything)



Please report errors in the Staredit.Network forum.

Dec 10 2008, 3:11 pm Maps Post #26



some words maybe 'Konglish.. (korean English)'. please understand. :blush:

sorry. it is more expain about 'why this trigger is able to drop who use maphack'.

if you using maphack, trigger condition is now return true.
but, ohter players aren't maphack, so they aren't make a 'true' this condition. that's why the player who make a true condition is drop.

you think, 'but it isn't! for example, i make some trigger 'if player 1 marine bring A Location, create 1 marine.' it is only make P1 and true p1, but he's not dropped game!'

if you make a trigger, check Only P1, and make above trigger, result you isn't drop. this trigger look like only fulfill P1, but this normal trigger receive packet and permit all player. understand?
.......sorry.

Normal Trigger ->(normal condition is return true) -> all player permit this return value.
EUD Trugger -> (condition is return true) -> all players are not permit this return value. -> desync.

that mean, a part of trigger section offset share data all player, but local part isn't share data. so return is ERROR.



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Dec 10 2008, 4:35 pm Maps Post #27



Quote from name:FaZ-
This has been tested and works, however it only works if the hacker is using "full mode." Is there any way that we could get the anti-hack death count that would detect the "light" mode of the hack?

if i finish my Final exam in school, i find Lite mode detect. it will be very difficult.



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Dec 10 2008, 7:16 pm Decency Post #28



Thank you, it would be appreciated very much.



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Dec 12 2008, 1:00 am Conspiracy Post #29



Quote from name:FaZ-
This has been tested and works, however it only works if the hacker is using "full mode." Is there any way that we could get the anti-hack death count that would detect the "light" mode of the hack?

Or maybe you can try focusing on the ability to check the toggling status. Thats how it was done earlier. Whenever you were toggling it would just de-sync you.



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Dec 12 2008, 12:37 pm Maps Post #30



Added to detect 'Lite mode'.



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Dec 12 2008, 6:36 pm Oo.DaMeiN.oO Post #31



Thank you very much :)

I had a request, could you possible drop this hack?
(P.M'd )

Thanks.



None.

Dec 12 2008, 9:29 pm Decency Post #32



Quote from name:Epoch
Quote from name:FaZ-
This has been tested and works, however it only works if the hacker is using "full mode." Is there any way that we could get the anti-hack death count that would detect the "light" mode of the hack?

Or maybe you can try focusing on the ability to check the toggling status. Thats how it was done earlier. Whenever you were toggling it would just de-sync you.

What's to stop a player from just having it on from game to game then? This is foolproof.


Thanks very much, Maps!



None.

Dec 13 2008, 1:51 pm Heinermann Post #33

SDE, BWAPI owner, hacker.

Quote
in korea, maphack detection eud existed starcraft version 1.15.1.
Interesting. So it was being used soon after it was discovered? Is it used there for anything else?

Additionally, if I remember correctly, we can reach out and detect the module itself. given that the player ID is 4 bytes.

Also, Maps: Please don't double post. Use the EDIT button (if you can find it; SEN has really bad layout execution)




Dec 13 2008, 7:21 pm O)FaRTy1billion[MM] Post #34

👻 👾 👽 💪

Player ID is read as 1 byte, as far as I can remember.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Dec 14 2008, 12:35 am Demented Shaman Post #35



Nice, I think I'll put this into my poker map.

How would I put this trigger in using SCMD2?

Post has been edited 1 time(s), last time on Dec 14 2008, 12:40 am by Mayor.



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Dec 14 2008, 12:43 am Oo.DaMeiN.oO Post #36



Mayor, the only way I know how to do it
( The way I did it )

Is like this;

Open the map in Campaign Editor ( Original editor )

Then save the trigs, and open your current map in same editor, and load the trigs.

Sucks though if you got a bunch of unplaceable units :P



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Dec 14 2008, 12:47 am Demented Shaman Post #37



Quote from Oo.DaMeiN.oO
Mayor, the only way I know how to do it
( The way I did it )

Is like this;

Open the map in Campaign Editor ( Original editor )

Then save the trigs, and open your current map in same editor, and load the trigs.

Sucks though if you got a bunch of unplaceable units :P
Yea, that's not possible for my map.



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Dec 14 2008, 12:48 am Falkoner Post #38



You could easily do it with StarForge, you'd just have to put them into a normal map first, then edit that map and copy the text.



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Dec 14 2008, 12:52 am Demented Shaman Post #39



Quote from Falkoner
You could easily do it with StarForge, you'd just have to put them into a normal map first, then edit that map and copy the text.
Not going to try that either.

I'm just going to use mapkit + doodle's bootleg trigger editor



None.

Dec 14 2008, 2:22 am Maps Post #40



Quote from Falkoner
You could easily do it with StarForge, you'd just have to put them into a normal map first, then edit that map and copy the text.

if you use starforge, before open Conditions.lst. (starforge\data\)

then find Deaths (Ctrl + F) and paste it.

Condition Deaths(Number Player, Comparison Comparison, Number Number, Number Unit)
{
Condition(0, Player, Number, Unit, Comparison, 15, 0, 0);

if you don't this work, you will receive 'Error' when you are put this Player.



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