Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Zerg Mineral Hack Detection
Zerg Mineral Hack Detection
May 25 2008, 6:52 pm
By: Brontobyte
Pages: < 1 2 3 4 >
 

May 26 2008, 12:24 am NudeRaider Post #21

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

Quote from Brontobyte
What if its less then 600?
Lol you're kidding right? Now what happens if the player DOES NOT use a cheat and thus DOES NOT gain a high amount of money instantly... hmmmm.... lemme think... what is happening then... :ermm:




May 26 2008, 1:34 am Brontobyte Post #22



I was playing another melee style map and it had EUD triggers that were used to detect map hack usage. More stuff!



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May 26 2008, 4:38 am Crackhead Post #23



Quote from Falkoner
The mineral hacks give exactly 514 minerals whenever used(on a unit, which can be larvae, hydralisks, or mutalisks) so that could help make it more precise, but there is also the ability to take a building with the ability to morph, and then return a wounded drone and some money for it, I'm not too sure how you would detect that one though..

Yeh that's a bit complex admittedly. I can barely follow the logic shown here to detect when a player uses a ZMH. Useful though. I took a look at the amount of triggers used in this process for Phantom and I nearly shit myself.

I don't play melee type maps often so it isn't so difficult to imagine a practical way to prevent ZMH in a UMS game.



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May 26 2008, 1:47 pm Brontobyte Post #24



Quote from Crackhead
I took a look at the amount of triggers used in this process for Phantom and I nearly shit myself.
Its really not a lot. All you have to do is set up 1 set of Binary Count Offs to subtract your minerals and another to add them. I'm sure that you have to do other things as well to figure out if the difference is 541 or not. The subtracting minerals/adding them to a death counter, and subtracting death counts/adding them to minerals should be about 42 triggers. 21 subtracting and 21 adding back. This will ensure that the maximum amount of minerals is never reached.



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May 29 2008, 2:34 am Falkoner Post #25



If this is for a Phantom map, ZMH is the least of your worries, using a Stathack allows you to immediately know who the phantom is.



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May 29 2008, 2:40 pm y10k Post #26



This map theoritecally can detect mineral hack and defeats the user. I tested in single and with one friend on bnet. Seems like it works.

Attachments:
(4)Lost Temple.scm
Hits: 3 Size: 87.19kb



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May 29 2008, 5:40 pm Falkoner Post #27



It's quite simple, you just use binary count-offs to constantly keep a record of what their minerals were the trigger loop before, then check to see if in one trigger loop their minerals have suddenly jumped up by a multiple of 514(since you can use it on multiple units)



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May 31 2008, 2:59 am Brontobyte Post #28



Quote from Falkoner
If this is for a Phantom map, ZMH is the least of your worries, using a Stathack allows you to immediately know who the phantom is.

I don't know how but the method used in this one map messes the stathack up. I tested it and it shows a rising and falling number even when the player has no gas/minerals. I think the constant adding/subtracting from the mineral/gas count messes this up. :)



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May 31 2008, 3:09 pm Excalibur Post #29

The sword and the faith

Does anyone know what unit the hack creates/kills in order to make the hack work? I think using simple deathcounts we can prevent it, as the binary count offs are a bit more work than id like to do.




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May 31 2008, 4:39 pm Brontobyte Post #30



I think its just a Zerg Egg. I tried the Oblivian hack and when I clicked F6 on a Zerg Larva, it created a unit with a Arrow Pointing left as its picture. I don't know if this would help at all. I then placed a Zerg Egg and killed it and no minerals. It also can be used with Zerg Hydralisk and other units other then just using it with Zerg Larva. I think it can be done with Zerg Larva, Zerg Hydralisk, Zerg Mutalisk, and Zerg Creep Colonys



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May 31 2008, 4:52 pm Falkoner Post #31



It seems to spawn the eggs used when you preplace a morphing unit, and then cancels them.

Why would your method mess up vespene as well as minerals? I mean, it's a nice side-effect, but why?



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May 31 2008, 9:05 pm Excalibur Post #32

The sword and the faith

Well the unit within it has to be something we have access to in SCMDraft or something. I made a trigger to make a player lose should they command any zerg markers or unuseds from the zerg unit tree but obviously if the egg doesnt finishing morphing, which it wont, you dont command the unit, and so this doesnt work. Im thinking if we make it so a player suffers a death of a zerg egg it might work the same no? Then just put an in-game message telling people not to cancel eggs.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jun 1 2008, 12:42 pm NudeRaider Post #33

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

Quote from Excalibur
Im thinking if we make it so a player suffers a death of a zerg egg it might work the same no?
I doubt that cancelling changes the death counts. Try larva death too however.

Quote from Excalibur
Then just put an in-game message telling people not to cancel eggs.
lol




Jun 1 2008, 3:53 pm Brontobyte Post #34



Well, there has to be some way around this. There is some more troubling news that I found out about this method. You have to add 514 for each possible Zerg Egg that the player could cancel at once. This means I have to have a trigger for Exactly 514 = 1 Egg, Exactly 1028 = 2 Eggs, all the way up to 255/256. I think its 256 but correct me if I'm wrong. That would be the maximum amount possible to cancel at once for this method to be useful. Could there be another method or system to use that would allow you to not make every trigger for each of the outcome?



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Jun 1 2008, 10:38 pm Falkoner Post #35



Yeah, as I said, you need to be able to detect every multiple of 514 :P 255 is the maximum amount of units you can select using the multi-selection hacks.



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Jun 1 2008, 11:13 pm Brontobyte Post #36



Quote from Falkoner
Yeah, as I said, you need to be able to detect every multiple of 514 :P 255 is the maximum amount of units you can select using the multi-selection hacks.

Is there some sort of system that I could set up that would allow me to subtract or add a counter to see if its equal to 514 or do I need to just make every trigger for each outcome? 255 outcomes? I don't mind the triggering (text triggers ftw!) but that would increase the size of my map by more then it needs to.



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Jun 2 2008, 6:03 am NudeRaider Post #37

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

Just make a couple of 514 * n triggers (ex. n = 1 - 5) and a last trigger that detects at least 2500 mineral gain




Jun 2 2008, 2:10 pm Falkoner Post #38



Yeah, that would be the best method, although you might end up with problems if someone cancels a few hatcheries or something, but I like 2500 should be too high for any problems like that, without using MultiCommand.



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Jun 2 2008, 9:38 pm Brontobyte Post #39



So instead of every trigger being a multiple of 514 and having it exactly, I should just put "X = at least 514" or "X = at least 2500"?



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Jun 2 2008, 9:58 pm BeDazed Post #40



Most melee players launch through a program called Chaos launcher with adv-loader add on. It can detect zerg mineral hack. But even if they do mineral hack, I've been able to beat them numerous times. :(
Also, mineral hack detection can be confused from mass unit canceling. Like if I canceled 3 hatcheries instantly, then that would be detected as a mineral hack.



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