I am trying to make a map where no one can use maphack or use a drophack to win unfairly in the game. If possible does anyone have good ideas how to drop them out of the game without crashing them? Such as a way to push a Programed button as Insert to scan the player for using maphack. It would be very helpful
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>be faceless void >mfw I have no face
You can have an area covered by fog, with a probe and some minerals. If the probe moves, you know he's using a hack with automine. Then you can desync. Ask someone like heinermann how to desync people.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
There's no good anti hack map triggers. At least not publicly known because Zynastor and the like would immediately release an update.
I think countering a drop hack is impossible, as even the hackers can't do that.
For key detection and dropping people via triggers you need EUDs. Check the forums to learn how to use them. There's also a topic about key press detection in Theory and Ideas.
But still, keep in mind that anything you implement will not work reliably, or at least not for long.
Also, someone would be upset if they accidentally press insert, get dropped, and don't hack a hack.
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SDE, BWAPI owner, hacker.
Your map can't be perfect. You can include a few quirks here and there, but try not to do anything major. Anti-map hack is too much work, and anti-drop would be nearly impossible. What kind of map are you working on?
Well DBZ - RX15 has a antihack in it not seen else where check it out when you get the free time because i do not know how to turn this into a correct way on to my map.
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It looks like the map maker detected if a player presses insert.
It's not a very good way of detecting when you hack because a non-hacker can also press insert.
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You push it and release it to activate the antihack find. It works very well if you have hacks on.
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It doesn't detect hacks. The triggers detect when you press insert and then drops you after 120 trigger loops
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SDE, BWAPI owner, hacker.
That kind of trigger is like adding flags in a map, but forgetting that it will crash players when they click on them.
Insert is a keyboard key that anyone can press, and some people even by accident. I suggest you reconsider using it.
I would suggest you just add in a drop banner using EUD desyncs, that way the players themselves can make the call as to whether or not someone is cheating. You can give someone specific control of a banner, or add in a vote banner, etc. I suggest using the screen position EUD, and create a unit in the trigger's action - this will cause a desync in the player who fills the screen position condition, as well as any other conditions that you specify. I use this in all my maps that I want a banner in. Let me know if you want some additional help setting this up.
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Honestly, using Text Detection seems to be the best method, find some of the commonly used hacks, and detect their text with EUDs, that even tends to beat the protection hacks put in, or when they update.
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You can have an area covered by fog, with a probe and some minerals. If the probe moves, you know he's using a hack with automine.
Guess this won't work, because all units behave
exactly like there was no hack on. The hack only shows the area to the player but not to the units. Otherwise it would have desynched the hacker.
Some.
>be faceless void >mfw I have no face
Then just an area with a probe, no fog, then for a few seconds move the screen elsewhere. If the probe moves, desync.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Well DBZ - RX15 has a antihack in it not seen else where check it out when you get the free time because i do not know how to turn this into a correct way on to my map.
Using Insert key is a bad idea like several people have mentioned, most people already have maphack on after the first game and don't push Insert again. Also there is chat commands to toggle a maphack, so it really isn't no anti-hack and could drop legit players for pressing insert by accident.
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It drops stupid people, though, which is for the better.
You could detect if you have a unit you shouldn't have selected, and drop then, but that wouldn't be too useful.
Post has been edited 1 time(s), last time on Oct 29 2009, 5:30 pm by rockz. Reason: didn't read thread
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
SDE, BWAPI owner, hacker.
You can have an area covered by fog, with a probe and some minerals. If the probe moves, you know he's using a hack with automine.
Guess this won't work, because all units behave
exactly like there was no hack on. The hack only shows the area to the player but not to the units. Otherwise it would have desynched the hacker.
That might not be true for automine. Units can still target other units inside of the fog. There is probably a hack that doesn't check if the target resource is in fog or not. I don't think BWAPI checks that.
for an anti map hack just place an invalid sprite like cantina from scmdraft under the fog of war. when the map starts make all players screens center on the cantina. Only players who are using a map hack will see the cantina causing there sc to crash
this may not prevent all maphacks but it will sure help
None.
>be faceless void >mfw I have no face
for an anti map hack just place an invalid sprite like cantina from scmdraft under the fog of war. when the map starts make all players screens center on the cantina. Only players who are using a map hack will see the cantina causing there sc to crash
this may not prevent all maphacks but it will sure help
Unfnrtunately it doesn't stop zynastors map hack, which is the most popular one.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
SDE, BWAPI owner, hacker.
Or any other map hack these days.