Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Adding in a Anti maphack
Adding in a Anti maphack
Oct 28 2009, 6:23 pm
By: Killer2121  

Nov 10 2009, 11:49 pm Zhuinden Post #21



The only thing the EUD antihack catches now is the lowlatencyhack, and it's quite a bother really. And centerloc at the beginning, and beginning crashes as a whole are quite nonsensical, because I can turn maphack on at any point in the game later on... Sooo... Not much you can do anymore.



None.

Nov 11 2009, 12:05 am Morphling Post #22



I was trying to detect fog of war as an anti-hack method. It was going well because I found the Minimap.cpp and the addresses changed when I used the map hack. Because the location of the Minimap.cpp changes every game it will be impossible to use this method. :flamer:



None.

Nov 11 2009, 12:09 am Heinermann Post #23

SDE, BWAPI owner, hacker.

Minimap.cpp is a debug string and doesn't change.




Nov 11 2009, 12:28 am Morphling Post #24



Then how come every game when I search for "minimap" in artmoney, the address changes every game. It comes up with three results. The first one, I think, is the terrain, the second one is the fog of war, and I didn't look at the third one.



None.

Nov 11 2009, 2:14 am Heinermann Post #25

SDE, BWAPI owner, hacker.

Because that's how a Storm handle is created. It stores the line number and file name for that handle when those parameters are passed.
Example:
void* minimapHandle1 = SMemAlloc(mapHeight * mapWidth, "Starcraft\\SWAR\\lang\\minimap.cpp", 1636, 0);
Allocates width * height bytes with a default value of 0, stores the pointer to the data in minimapHandle1. This would probably be seen in Starcraft\SWAR\lang\minimap.cpp on line 1636 of the Starcraft source code, with different variable names of course.

One instance is a Handle for "game\blink.grp" from the MPQ archive.
Two others are the size of width * height. Minimap data.




Nov 11 2009, 5:38 pm Falkoner Post #26



It's like I said in an old Anti-hack topic a while back, in order to beat these hacks, you need to look for their effects, not the hack itself. When I posted that, it was because of the hacks updating and the EUDs becoming useless, but now it's even more true, since Oblivion now blocks EUDs detecting its presence, if we can detect the visual effect in SC of the map hack, then we can beat every new version that comes out of Oblivion, and it should take Zynastor quite a while to figure out a way around that one.



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