Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUD Question: Finding a programs memory?
EUD Question: Finding a programs memory?
Apr 25 2009, 12:53 am
By: Oo.DaMeiN.oO
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Apr 26 2009, 3:23 pm iXenox Post #21



Quote from NudeRaider
Only actions cause a desynch. The condition you quoted is for detecting the hacker.
However actions like display text, move screen and the like are not shared with other players, so starcraft doesn't detect a data discrepancy and nothing happens. You'll have to do an action like set dc, create unit and the like which is critical for the consistent running of the map, thus shared with other players.
So the hacker owns a unit the other's don't and will get dropped.
Only the greatest group with matching memory will be able to continue to play.

Is there still a way to actually drop people? If so, could you please tell me?



None.

Apr 26 2009, 3:27 pm Falkoner Post #22



That's what a desync is, the player loses their synchronization with the other players because they ran a trigger that had its conditions met on their side, but the conditions weren't met for anyone else, so they drop, however, this drop is immediate, no wait time.



None.

Apr 26 2009, 6:58 pm rockz Post #23

ᴄʜᴇᴇsᴇ ɪᴛ!

Pyro, no, I don't think you can set deaths of extended players/units. Try:
Set Deaths for Player 1: Add 3 deaths of UID:0. along with that condition. Read the last paragraph of my post again as well.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 26 2009, 7:01 pm Falkoner Post #24



You can't set deaths of extended players/units, that's why EUD actions don't work anymore :(



None.

Apr 26 2009, 7:25 pm Pyro682 Post #25



Ok, So here's the desync trig that I came up with from the posts so far. Is this correct?

Code
Player 1

Player 38647019 has suffered exactly 1 deaths of UID:0 (terran marine)

Set Deaths for Player 1: Add 3 deaths of UID: 0.




And This would Check to see if Player 1 is hacking. If he/she is, then it desyncs that player, correct?
Can I use the same address for other players?



None.

Apr 26 2009, 7:28 pm Falkoner Post #26



That would check if they have their map hack on Lite, At Least 1 would work if they're hacking at all, and yes, that would desync the hacker, and it should work for other players, unless somehow that memory address gets shifted, which from my knowledge is pretty much impossible to do.



None.

Apr 26 2009, 7:32 pm Pyro682 Post #27



What do you mean shifted? And Impossible for who to do?

Oh, so I can just make the "Player 1" in the actions current player, and check each box, right? (just want to clarify- It'll take me a few times to really get this.)



None.

Apr 26 2009, 7:35 pm Falkoner Post #28



Quote
What do you mean shifted? And Impossible for who to do?

Well, I mean it's basically impossible for hack makers like Zynastor to insert data into memory and shift everything over, if it was possible, however, it could possibly cause problems with EUD hack detection for those not hacking.

Quote
Oh, so I can just make the "Player 1" in the actions current player, and check each box, right? (just want to clarify- It'll take me a few times to really get this.)

Yes, since SC's memory is the same for each person.



None.

Apr 26 2009, 8:34 pm rockz Post #29

ᴄʜᴇᴇsᴇ ɪᴛ!

I was under the assumption that zyn changes his program whenever a popular anti hack comes out. It wouldn't be hard to change the address of the maphack, or just add a few bytes before the hack is on, making the EUD useless. Granted, the amount of time it takes him to fix the hack, and the hack to be distributed is much larger vs the amount of time it takes to make a new trigger.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 26 2009, 9:42 pm Conspiracy Post #30



Granted, the amount of time it takes him to fix the hack, and the hack to be distributed is much larger vs the amount of time it takes to make a new trigger.[/quote]

Quote from name:Zachary Taylor
I was under the assumption that zyn changes his program whenever a popular anti hack comes out.
Yes, he would change it, by popular demand. I think he just loves the positive attention.

Quote from name:Zachary Taylor
It wouldn't be hard to change the address of the maphack, or just add a few bytes before the hack is on, making the EUD useless.
Your right, it wouldnt. He would have to change a few lines of code and add a few lines of code, and problem fixed.

Quote from name:Zachary Taylor
Granted, the amount of time it takes him to fix the hack, and the hack to be distributed is much larger vs the amount of time it takes to make a new trigger.
In comparison, it is easier for him to fix the hack, simply because of we have to figure it out. If peoples hacks aren't working and are causing them to desync, why wouldn't they go and get the fix on their own?

Hell, if Zynastor wanted to he could make a bot net easily. It wouldn't be much of a large scale like Confiker...

Now, you modding pros, I have a question for you.

I would like to know if this would work (I haven't messed with SCMLoader a lot so I don't know if it works in this way)

You would modify/create a unit that would cause it to crash on site, so he would have to disable that specific unit ID too. Then we can just keep changing it until he has to disable all ability to see all units that would crash, which could potentially be all units. We could each have our own random one that would crash a hacker (that is not used in game), so Zyn doesn't know which one will need disabling to prevent crashing, and some will just be disabled and the hack would not allow simple games like a melee (unless he made a melee version -.-'')



None.

Apr 26 2009, 9:46 pm Oo.DaMeiN.oO Post #31



FYI, SCMDraft 2 can input EUD's now.

It's under the condition "Memory"

And you input the offset under the -1 and then set the amount of deaths etc.

This can be closed unless further discussion is needed, I've got what I needed :)

Thanks to all.



None.

Apr 26 2009, 10:00 pm Falkoner Post #32



I never actually got that, can it take the memory address directly, or must you convert it with EUDTrig still?



None.

Apr 26 2009, 10:01 pm Conspiracy Post #33



Quote from Falkoner
I never actually got that, can it take the memory address directly, or must you convert it with EUDTrig still?

Test time?



None.

Apr 26 2009, 10:15 pm Oo.DaMeiN.oO Post #34



Well, I never tried not converting it, but it works converting it via EUDTrig.

But I have run across a problem.

This is the steps I take.

Code
Exact Value = 0

Roughly 200k are found.

Increased Value By.. = 2 ( I toggled the MH twice to enable full )

Usually about 40 are found.

Decreased Value By.. = 2 ( Disable the MH )

1-3 are found.

Then I enable the MH to 1, and only one changes ( Must be the MH, right? I turn it on/off a few times, and it changes accordingly )

Now, I take that address and convert it in EUDTrig and I put that into the trigger as follows

0x08BD7710 is the address, converted is 35206379

Memory at Death Table + 35206379 is at least 1

Display text "Test"
Preserve


This works fine and all, only displays the text when I toggle the MH.

BUT, when I close SC, re-do the steps, one single digit changes in the address, which in my case the next one was 08B57710 instead of 08BD7710.

So.. am I doing something wrong or does this MH change something constantly making it un-detectable?

Also, is there a way to just detect the last 4 digits instead of them all? If so, that would work. 'cause everytime those digits have remained unchanged.

*** EDIT ***

Now, am I doing something wrong?

Because, each hack I try I get the same results. The address changes EVERY time I restart SC, but if I don't restart SC and input the EUD into the map and test, it works. :/

The next time I try it, after restarting I crash due to the address not being found

Post has been edited 1 time(s), last time on Apr 26 2009, 10:36 pm by Oo.DaMeiN.oO.



None.

Apr 26 2009, 11:04 pm Conspiracy Post #35



Quote from Oo.DaMeiN.oO
Lots of stuff

This would be zynastors inginutiy. He made it so it uses multiple addresses, or dynamic addressing. This is what macs do, it makes a virus obsolete. In this case though, it makes it harder to isolate, and stop.



None.

Apr 26 2009, 11:06 pm Falkoner Post #36



I think certain variables are constant though, because a few must be in order to remember where the randomized ones are, however, knowing that they exist and actually finding them is a totally different story.



None.

Apr 26 2009, 11:09 pm Oo.DaMeiN.oO Post #37



Neither of you know if you can only take the last 4 digits?



None.

Apr 26 2009, 11:11 pm Falkoner Post #38



Well, there's hundreds, if not thousands of memory offsets with those same last 4 digits, so that wouldn't help you much :P



None.

Apr 27 2009, 12:01 am Oo.DaMeiN.oO Post #39



So theres no way to stop it?



None.

Apr 27 2009, 12:05 am Falkoner Post #40



You'd have to find the address of one of his pointers, which is highly unlikely..



None.

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