Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUD Text detection.
EUD Text detection.
Apr 26 2009, 11:57 pm
By: iXenox  

Apr 26 2009, 11:57 pm iXenox Post #1



Changed my mind, I am looking for a handout here. Any steps u take would be nice to have for future reference as well.

I'm looking to detect Epicsauce1.09 as it toggles maphack phases. Anyone who can provide the EUD condition for this has my gratitude.

If you really don't want to give me a handout, I need the following info to do it myself.

The Text to detect (Smallest amount), which player the deaths should belong to, which UID I need to use.

Thanks in advance.

Post has been edited 1 time(s), last time on Apr 27 2009, 12:27 am by iXenox.



None.

Apr 27 2009, 12:04 am Falkoner Post #2



I think <19> is actually this: (someone correct me if I have the wrong one), but I honestly have no idea how to convert that into hex :(



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Apr 27 2009, 12:09 am iXenox Post #3



Quote from Falkoner
I think <19> is actually this: (someone correct me if I have the wrong one), but I honestly have no idea how to convert that into hex :(
I feel really stupid now, Apparently it's 19 in hex rofl.



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Apr 27 2009, 12:14 am Falkoner Post #4



Meh, I guess I shoulda known that, but I never actually use EUDs, so you can't blame me :P



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Apr 27 2009, 12:27 am iXenox Post #5



Still not working for me so I updated original post.



None.

Apr 27 2009, 12:31 am Roy Post #6

An artist's depiction of an Extended Unit Death

Detecting text I believe is:

Player 9 has suffered xxxxxx deaths of ID:15618 (first 4 letters)
Player 10 has suffered xxxxxx deaths of ID:15618 (second 4 letters)

xxxxxx corresponds to the letters. I assume you read that old tutorial?

The detection is for the last row on the screen (which is the first row on which display text appears).

Side-Note: If you're using SCMDraft 2, you might have problems inserting the EUD. Some death counts may be 10 digits, and the classic trigedit only allows an input of 9. You'll have to enter the number in the text editor. The text editor defaults unit IDs to 228, so you'll have to go back to classic trigedit and change the IDs back to 15618.




Apr 27 2009, 12:33 am iXenox Post #7



Quote from Roy
Detecting text I believe is:

Player 9 has suffered xxxxxx deaths of ID:15618 (first 4 letters)
Player 10 has suffered xxxxxx deaths of ID:15618 (second 4 letters)

xxxxxx corresponds to the letters. I assume you read that old tutorial?

The detection is for the last row on the screen (which is the first row on which display text appears).

Ye and I figured that old tutorial wouldn't work out so well. Thanks I'll give those a try.



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Apr 27 2009, 12:35 am Morphling Post #8



Quote from Roy
Detecting text I believe is:

Player 9 has suffered xxxxxx deaths of ID:15618 (first 4 letters)
Player 10 has suffered xxxxxx deaths of ID:15618 (second 4 letters)

xxxxxx corresponds to the letters. I assume you read that old tutorial?

The detection is for the last row on the screen (which is the first row on which display text appears).
Those address are from along time ago, right? Also, find the letters' hex value and put it in reverse to search for address



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Apr 27 2009, 12:37 am Roy Post #9

An artist's depiction of an Extended Unit Death

Quote from Morphling
Those address are from along time ago, right? Also, find the letters' hex value and put it in reverse to search for address
No, those are the new addresses. I mentioned the old tutorial because the method of calculating the deaths is the same.




Apr 27 2009, 12:40 am iXenox Post #10



OK, So I tried both:

Deaths(P9, Exactly, 1885424921, 15618); <- This is Map (19 4D 61 70) -> (70 61 4d 19) -> 1885424921
&&
Deaths(P9, Exactly, 1752195405, 15618); <- This is Maph (4D 61 70 68) -> (68 70 61 4D) -> 1752195405

Both failed to work. Any ideas?

Post has been edited 2 time(s), last time on Apr 27 2009, 12:46 am by iXenox.



None.

Apr 27 2009, 12:47 am Roy Post #11

An artist's depiction of an Extended Unit Death

1752195405 worked for me... Of course, the trigger fires off if someone's name starts with "Maph," too.




Apr 27 2009, 12:50 am iXenox Post #12



Quote from Roy
1752195405 worked for me... Of course, the trigger fires off if someone's name starts with "Maph," too.

Did you actually try it against the maphack though? Cause it's not working for me.



None.

Apr 27 2009, 12:53 am Roy Post #13

An artist's depiction of an Extended Unit Death

Quote from iXenox
Quote from Roy
1752195405 worked for me... Of course, the trigger fires off if someone's name starts with "Maph," too.

Did you actually try it against the maphack though? Cause it's not working for me.
Yes, I did. I'll pm you the map.




Apr 27 2009, 12:54 am Morphling Post #14



I thought you needed to use spaces. For example: Map (that's with a space) instead of Maph.



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Apr 27 2009, 12:57 am Roy Post #15

An artist's depiction of an Extended Unit Death

Quote from Morphling
I thought you needed to use spaces. For example: Map (that's with a space) instead of Maph.
You do, but Zyn's hack displays "Maphack:" rather than "Map hack:"




Apr 27 2009, 12:58 am Morphling Post #16



Quote from Roy
Quote from Morphling
I thought you needed to use spaces. For example: Map (that's with a space) instead of Maph.
You do, but Zyn's hack displays "Maphack:" rather than "Map hack:"
Sorry. I never knew that, since I don't hack. :D



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Apr 27 2009, 12:58 am Falkoner Post #17



Why not just read the ack: as well? There's too many names that start with Maph



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Apr 27 2009, 1:03 am iXenox Post #18



Quote from Roy
Quote from Morphling
I thought you needed to use spaces. For example: Map (that's with a space) instead of Maph.
You do, but Zyn's hack displays "Maphack:" rather than "Map hack:"
I tried your map and it isn't giving me messages or desyncing me.

**Edit -> Are you testing with ZynMaphack? I'm trying to get Epicsauce detection, I already got Zyn's dealt with.

Quote from Falkoner
Why not just read the ack: as well? There's too many names that start with Maph
When I can get the first portion to work, thats a definite addition I plan to add.



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Apr 27 2009, 1:30 am SkiPz Post #19



You won't be able to detect Epicsause the conventional text detection way as it has EUD text detection protection. It sends text to it's own custom buffer. There have been improvements to EUD's and text detection is considered a pretty primitive method now for detecting hacks. Text detection works, but there are easier, less tedious, and more reliable methods.

Post has been edited 1 time(s), last time on Apr 27 2009, 1:36 am by SkiPz.



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Apr 27 2009, 1:54 am iXenox Post #20



Quote from SkiPz
You won't be able to detect Epicsause the conventional text detection way as it has EUD text detection protection. It sends text to it's own custom buffer. There have been improvements to EUD's and text detection is considered a pretty primitive method now for detecting hacks. Text detection works, but there are easier, less tedious, and more reliable methods.

Wanna PM me one then?



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