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.
Most of us use SCM Draft, which unfortunately doesn't have good support for EUDs, StarForge was just a way of working around it.
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I just put the triggers in my map and it's not working. As soon as the game starts everything blows up. Would it be because I've exceeded some limitation or done something in my map that would cause the address to be different?
Note that I am
not hacking.
Post has been edited 6 time(s), last time on Dec 16 2008, 12:48 am by Mayor.
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I just put the triggers in my map and it's not working. As soon as the game starts everything blows up. Would it be because I've exceeded some limitation or done something in my map that would cause the address to be different?
Note that I am
not hacking.
images don't solve problem.
do you mind attach Map file? i think i check this map and trigger myself.
ah, and, Maphack offset may not different. i guess.
Post has been edited 1 time(s), last time on Dec 16 2008, 1:30 am by Maps.
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Ah, nevermind. The problem was my fault. I did not put in the right player for the triggers.
I did not know it at first, but in the editor I was using the player I want is equal to the number I put in +1.
Ex. 0 = player 1, 1 = player 2, 2 = player 3.
So at first I put in 1073446924 into the editor without knowing I was really setting it to P107344692
5
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Ah, so the problem
wouldn't have occurred if you had used StarForge like I had said?
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it's my mistake. i'm not explain about it.
if starforge change mode 'player player' to 'number player' , it start '0'. 0 is P1.
so in fact 'real player' is 'number player' value + 1.
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Ah, so the problem
wouldn't have occurred if you had used StarForge like I had said?
I already said I wasn't going to use SF, not only because I don't like the editor, but because it would definitely screw up my map.
Anyway, thank you Maps. Your triggers work and I've already caught a maphacker with them.
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ZynMaphack is update v1.0.6c, but this trigger still detect maphack user.
i don't know what mean "Added anti-hacker map fix."
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There are new melee maps out that detect his hack. He countered those.
http://www.gosugamers.net/starcraft/thread/344705 (Look in the comments section, Zynastor himself posts.)
Post has been edited 3 time(s), last time on Jan 12 2009, 5:16 pm by FaZ-.
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In ZynMaphack, he patched Death condition, but yesterday i test it, it still detect.
is it only success detect me?
SDE, BWAPI owner, hacker.
He probably patched extended units in conditions, not extended players. Even if he patched any extended conditions, you could still desync the user by executing an extended condition for everyone(the hacker will not execute) and cause a desync then.
I just tried to test these triggers. Correct me if i'm wrong. I created the map, imported the triggers, added a start location for player 1 and and 8. Loaded Oblivon 106c hack and toggled through the different states. At no point did I get dropped.
I tried the same with Nano's maphack and at no point did i drop.
Attachments:
Post has been edited 1 time(s), last time on Jan 13 2009, 7:47 pm by newton2ii. Reason: added the map
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I haven't checked the triggers, but assuming that they are correct then it's probably because they are specific to that version of Zynastor maphack.
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Yeah, Oblivion isn't Zynastor's maphack, so it won't drop you for using it. I wasn't aware Oblivion had even been made for the new Warden...
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rofl? not true. my maps still obviosuly drop all hacks.
My new maps don't use text detection like "Maphack: Full", "Maphack: Lite", Etc.. like my old maps did. Zynastor only "thinks" he fixed his hack vs my map triggers. My new method is top secret, even though some people already know. New method isn't completely perfect yet though, wait until AH v3.0 if i ever make it.
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Keep up the good work Moto. If you ever need anyone to help test give me a shout on bnet east c4_Rampager. As of today, however, Zyn thinks he has figured out your maps and has patched appropriately with 106d. I havn't tested to see if it works yet but me hopes it doesn't.
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Trigger warden now update.
it can catch ZynMapHack user perfectly.
i will post about "EpicSauce Detect". brb
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rofl? not true. my maps still obviosuly drop all hacks.
My new maps don't use text detection like "Maphack: Full", "Maphack: Lite", Etc.. like my old maps did. Zynastor only "thinks" he fixed his hack vs my map triggers. My new method is top secret, even though some people already know. New method isn't completely perfect yet though, wait until AH v3.0 if i ever make it.
where can i get download this map?
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http://www.mediafire.com/?ydiwyuz3zzmHis "3.0 method" he is keeping secret, but once he releases it does not matter because of unprotectors.
Post has been edited 1 time(s), last time on Jan 15 2009, 6:38 pm by FaZ-.
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