Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: What is the best way to crash a maphacker?
What is the best way to crash a maphacker?
Jan 3 2011, 3:50 am
By: iCCup.xboi209  

Jan 3 2011, 3:50 am iCCup.xboi209 Post #1



I'm looking for a good trigger/sprite to crash a maphacker. I heard disabling doodad state for terran starport and the white circle sprite is good. Does anyone have any other suggestions?



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Jan 3 2011, 3:59 am DavidJCobb Post #2



From what I hear, most maphacks can patch SC to prevent crashes from anything a mapmaker could actually put in a map. Just sayin'.



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Jan 3 2011, 4:03 am iCCup.xboi209 Post #3



That is true but in miles laser tag v8x there's this trigger involving a p12 protoss dragoon and a burrowed drone and it will crash the hacker no matter what but when I unlock it, for some reason all the triggers are gone :flamer:



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Jan 3 2011, 4:08 am DavidJCobb Post #4



Quote from name:xboi209
That is true but in miles laser tag v8x there's this trigger involving a p12 protoss dragoon and a burrowed drone and it will crash the hacker no matter what but when I unlock it, for some reason all the triggers are gone :flamer:
When you "unlock" it? What, like, the map's protected?

Try opening it in StarEdit, if all else fails. If StarEdit can't read it, StarCraft can't, either. You may lose a lot of data (EUDs, irregularly-placed units, etc.) upon opening, but the trig should still be intact.



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Jan 3 2011, 4:09 am iCCup.xboi209 Post #5



I actually unlocked the map before but i had to reinstall sc and i also lost os map. I also think that the laser tag map has eud triggers too. And what you're saying about if staredit can't read it then starcraft can't, that isn't true. Scmdraft has memory condition and I'm sure staredit can't read that.
Yes the map is protected



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Jan 3 2011, 4:53 am StarBlue Post #6



There is a way, but you have to be pro to do it (sadly). If you can somehow make a trigger using EUDs to detect the hacker, you can display an extended unit flag portrait for that play and BOOM! the game crashes. But sadly, I do not know how to detect the hack itself.



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Jan 3 2011, 4:55 am iCCup.xboi209 Post #7



I only know how to detect key presses through eud



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Jan 3 2011, 4:58 am iCCup.xboi209 Post #8



Do you by any chance know how to display extended unit flag portraits?



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Jan 3 2011, 4:59 am StarBlue Post #9



hmm... maybe if you use the key detect thing, or actually do the thing where it automaticallly makes them press it, you could use an invalad sprite to crash them... but that would only work on non-melee maps... you could just do the key-press thing and then display the portrait by using euds to sense whether or not the see that area of the map. I imagine that would be very complicated, though.
EDIT: you ninja'd me again! :hurr: just display a talking flag portrait... I dunno, never tried it, but I remember seeing something like that in the trigger editor on scmdraft 2.



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Jan 3 2011, 5:02 am iCCup.xboi209 Post #10



So you don't know how to display an invalid protrait?



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Jan 3 2011, 5:04 am StarBlue Post #11



Like I said, never tried it, but I remember seeing a trigger like that in scmdraft 2.



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Jan 3 2011, 6:21 am DevliN Post #12

OVERWATCH STATUS GO

I've seen flag portraits in maps without crashing. so I don't think that's it.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jan 3 2011, 7:04 am Gigins Post #13



Flags has different portrait, when player number exceeds p8. For p12 it's Dark Archon for example(or something, I remeber having this problem when I made StarFort/DustFort. It probably crashes when you show a flag portrait of a player that doesn't have any flag portrait or something, probably player 300+.



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Jan 3 2011, 3:55 pm Roy Post #14

An artist's depiction of an Extended Unit Death

Quote from StarBlue
There is a way, but you have to be pro to do it (sadly). If you can somehow make a trigger using EUDs to detect the hacker, you can display an extended unit flag portrait for that play and BOOM! the game crashes. But sadly, I do not know how to detect the hack itself.
Quote from StarBlue
hmm... maybe if you use the key detect thing, or actually do the thing where it automaticallly makes them press it, you could use an invalad sprite to crash them... but that would only work on non-melee maps... you could just do the key-press thing and then display the portrait by using euds to sense whether or not the see that area of the map. I imagine that would be very complicated, though.
EDIT: you ninja'd me again! :hurr: just display a talking flag portrait... I dunno, never tried it, but I remember seeing something like that in the trigger editor on scmdraft 2.
Quote from DavidJCobb
From what I hear, most maphacks can patch SC to prevent crashes from anything a mapmaker could actually put in a map. Just sayin'.
Invalid sprites and portraits are protected with most hacks nowadays.

Quote from Gigins
Flags has different portrait, when player number exceeds p8. For p12 it's Dark Archon for example(or something, I remeber having this problem when I made StarFort/DustFort. It probably crashes when you show a flag portrait of a player that doesn't have any flag portrait or something, probably player 300+.
The highest player is 255. Most flag portraits between players 9 and 255 will crash when viewing. Again, most hacks protect against the game crashing when viewing an invalid flag portrait.

If you know how to do it, using the "Play Wav" action with a corrupt string is probably the most effective way to crash SC against hackers.

Personally, I wouldn't worry about crashing them. If you detect the hack through EUDs, you can easily desync the hacker. Have a memory condition reading an address that changes only when the hack is activated, and then run the Defeat action. This will drop the hacker from the game and prevent him from playing it further (because running Defeat gives all their units to neutral, so even if they have the stay-alive hack, they cannot keep playing).

The hardest part is finding the right address. If you can find a reliable, readable address being modified when the hacks are toggled, the rest of this should be easy.




Jan 3 2011, 7:30 pm Zhuinden Post #15



This is why koreans use "Please press INSERT button or you're out of the game" EUDs.



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Jan 4 2011, 2:42 am DavidJCobb Post #16



Note that the use of EUDs will automatically exclude Mac users, as the values at whatever address you're checking are bound to be different from the values found there in a non-hacked PC StarCraft. I think I remember hearing that Oblivion specifically can also return fake values when an EUD condition is used, to avoid detection.



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Jan 4 2011, 3:10 am rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

the oldwiki has a flag portrait tutorial somewhere.
Edit: http://www.staredit.net/?p=oldwiki&s=138
the wiki article is not very helpful.

It has to do with p0's (player 1's) color. I'm fairly certain all many flags above p11 (player 12) will display an invalid portrait and crash sc. If p0 is a color other than red (or p1 isn't blue, etc...) then the flags afterwards have a good chance of messing up and displaying brood war units like dark archons, lurkers, medics, valks, and incorrect flags.

The best way to get rid of a maphacker is to just ban them.

Post has been edited 2 time(s), last time on Jan 4 2011, 5:59 pm by rockz.



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

Jan 4 2011, 4:30 pm Ahli Post #18

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Flag portraits of extended players can display other talking portraits (not only BW). I've made a map with many working flags, but then a patch (1.14 I think) came and the map crashes because of some memory changes.

Player 60's flag has Zerg Egg's portrait atm for example. When I made that stuff, P60's flag had a talking Carrier Portrait.

Higher numbers around 200 should crash normal SC users without hack protection.

Anyway, strange things can happen when you tinker with the different players like my Starcraft created a new maps folder called "m" and used that as the default map folder... (I was like wtf?! when I saw that under the create game no maps were shown...).

But that won't help you vs hackers nowadays...




Jan 4 2011, 7:09 pm NudeRaider Post #19

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 is a simple way to detect almost all hackers, I'm just not sure how helpful it is:

Preplace a crashing sprite (one of those that only crashes when looked at) and make sure noone has vision to that area initially.
Stage 1: Center view on it. Very few people will crash now: Those with outdated maphacks
Stage 2: While still centering the view the sprite reveal the area. Now everyone crashes, except the people with newer hacks.
Now all you have to do is to find out who stayed ingame (let a friend message them or something) and you have your hacker(s)! :><:




Jan 4 2011, 10:03 pm FoxWolf1 Post #20



Quote from DavidJCobb
Note that the use of EUDs will automatically exclude Mac users, as the values at whatever address you're checking are bound to be different from the values found there in a non-hacked PC StarCraft. I think I remember hearing that Oblivion specifically can also return fake values when an EUD condition is used, to avoid detection.

Actually, it was possible to make an EUD antihack that didn't exclude Mac users, by using additional EUD conditions to (in effect) detect the operating system. Tank_7 had one (see here) that, in testing, reliably dropped Oblivion 4.0.2b, while also causing no ill effects to a computer running Starcraft under Mac OSX v10.5.

I say "was" because, as was more or less inevitable, Zynastor eventually updated Oblivion to include protection against that form of EUD anti-hack. But if a new EUD anti-hack method could be found that tests as effective against the latest Oblivion, it might be possible to make it Mac-compatible by a similar method to what Tank used.



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