So I have an odd question... I have a map that has several EUD's for anti hacking. The game plays out 100% without the EUD firing (So no hacks detected) but when you try and watch any replay from the map, it breaks and after the first ~30 seconds the gameplay no longer progresses as if everyone afk'd. and the EUD that matches one of the triggers has fired in the replay. I know this because it creates a unit if it finds the EUD enabled.
So my question is why would the EUD fire during a replay and not in the game? It has to do with MH so is it because the EUD is detecting you having more vision than you should as an observer in the replay?
None.
An artist's depiction of an Extended Unit Death
So my question is why would the EUD fire during a replay and not in the game?
Because the memory value is different (and matching) in the replay.
It has to do with MH so is it because the EUD is detecting you having more vision than you should as an observer in the replay?
It depends on how you're actually attempting to detect maphack, but no, this generally wouldn't be the problem. The problem is likely that SC uses the address for something else in replay files versus regular games, and the trigger is just firing because the condition coincidentally matches.
What are you using to detect maphack?