Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Antihack, another idea
Antihack, another idea
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Aug 30 2011, 7:49 pm
By: Tank_7  

Aug 30 2011, 7:49 pm Tank_7 Post #1



Okay so this is kind of a stupid idea that I don't expect anyone to actually implement, but I want to get some expert opinions on the theoretical feasability of this.
The idea is to get normal static values at many different points in SC's memory, at an interval which makes it impossible for Oblivion to simultanously hide from all the EUD checks at the same time. The Oblivion.dll is 78KB so if you only needed to check 1 value every 77KB or so... in 32MB theres like 400 or 500 positions. It would be a bit trigger heavy but shouldnt lag since its just Death Count reading with no "laggy" conditions such as Bring, Score, and "laggy" Actions such as Create, Give, etc. arent necessary either. An issue I see is if SC has arrays of non-static memory larger than 78KB i guess Obliv could hide in there, and Obliv could also perhaps execute 1 trigger, move, then execute the next EUD trigger, evading all of them 1 by 1 anyways, although at a cost of lots of CPU cycles.



None.

Aug 30 2011, 10:34 pm Roy Post #2

An artist's depiction of an Extended Unit Death

I think your understanding of memory allocation is worse than my own. For one, what reasoning is there to say the injected data is consecutively located in memory when injected?

Please post any ideas in the current running anti-hack idea topic instead of making your own, or else this subforum will become cluttered.




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