Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: making someone drop?
making someone drop?
Jul 1 2008, 1:47 pm
By: Zwo  

Jul 1 2008, 1:47 pm Zwo Post #1



Playing 4in1 games last night, I found out that you can drop players out of the game using the banner. I'm wondering how you can make a player drop using triggers. At first I thought you might be able to use EUD actions, causing a desync, but as far as I know they don't work anymore.



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Jul 1 2008, 2:06 pm JaFF Post #2



The "Defeat" trigger action works quite well.



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Jul 1 2008, 2:09 pm Zwo Post #3



That does work quite well, but it's not quite the same as a drop.
If you really want someone to leave and he or she uses some kind of maphack, he or she will stay in the game. So a drop would be better I think.

EDIT:

Just found a topic about desync by EUDs. I just need to use EUD conditions that aren't shared with all players. But I'm lost there. Would a screen position condition be okay?

Post has been edited 1 time(s), last time on Jul 1 2008, 2:26 pm by Zwo.



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Jul 1 2008, 2:31 pm JaFF Post #4



There is a simpler way: center their screen and let them see a unit that crashes their game. Find the unit list in the wiki and see if it has any mentions about units that crash the game when seen. Also certain disabled units crash the player that sees them.



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Jul 1 2008, 3:00 pm Doodle77 Post #5



Quote from JaFF
There is a simpler way: center their screen and let them see a unit that crashes their game. Find the unit list in the wiki and see if it has any mentions about units that crash the game when seen. Also certain disabled units crash the player that sees them.
But then players have to wait for that player to drop, and most maphacks come with fixes for most of the crashing units. Not disabled sprites though.



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Jul 1 2008, 4:09 pm Hug A Zergling Post #6



Wait...theres a hack that allows people to become unaffected by defeat triggers? And I dont know if this would work, and it might be a little annoying, but you could give the player lots of units, so there laggy? Would that drop them, or just make the game laggy for no reason?



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Jul 1 2008, 4:15 pm Axii Post #7



Yes, Theres hacks that let you stay in the game after being defeated, But it will only lag if you keep the mass amounts of units, If you make/Kill a Huge amount of units really fast it will make lagers lag, And prolly Drop.



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Jul 1 2008, 4:27 pm Vi3t-X Post #8



Host = Ultima Ban.

Enemy has stay alive, unburrow 99999 zerglings.
Enemy has fast network, Ban Hammer.
Could it be any easier?



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Jul 1 2008, 4:37 pm Hug A Zergling Post #9



That was my idea! So that works? I got one right?!?! :0_0:



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Jul 1 2008, 4:38 pm Axii Post #10



How do you expect to ban someone in-Game, If they have Stay Alive?



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Jul 1 2008, 4:55 pm Falkoner Post #11



Yeah, I believe their triggers stop running, so any triggers running for Current Player, such as center view, no longer work, so you can't just center their view on a crashing unit.. I have the map Farty made a while back with a desync ban using EUDs, there was no drop wait, and the person was immediately exited from the game, without a crash, unfortunately I am at my grandparents house, so I cannot post the map :(



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Jul 1 2008, 5:21 pm Falkoner Post #12



I have access to SC, through my brother's laptop, just not all the test maps I have :( I knew I shoulda updated my tests compilation...



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Jul 1 2008, 5:39 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

My advice: Hackers will ruin your game in some way shape or form, no matter what. Just use the standard defeat. If they stay in game, guess what, they have no units and can only talk. If they lag, then just remake the game, and ban them in the lobby.



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

Jul 1 2008, 6:03 pm Zwo Post #14



Maybe I wasn't very clear, but what I was asking for was a trigger or system that drops a specific player. The map I mentioned has a banner unit and a ban me unit. The player whose ban me unit is killed appears to drop instantaneously. No lag is caused and no drop screen appears. The player just drops out of the game.
I'm very sure that it's caused by a desynchronization of the game. I think I need a trigger that will only run by the player who I want to drop. So for example:

Condition:
player 1 suffered exactly 1 death of ban-me unit.
player 1's screen position x-coordinate is at least 1.

Action:
create 1 Terran wraith at anywhere.

Every player besides player 1 cannot possible know player 1's screen position because it isn't shared in the memory. So the Terran Wraith will only be created in player 1's game. As a result player 1 will simply drop from the game.

I've tested this trigger, but it didn't work. Probably because the condition only works in single player.

So I need a condition that's not shared in each player's memory, but does work in multiplayer games.



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Jul 1 2008, 6:06 pm rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

So, the trigger from this map doesn't work? All you need to do is edit the EUD to custom fit your map.



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

Jul 1 2008, 6:29 pm Zwo Post #16



I know, but I can't seem to be able to desync the game. I need an EUD condition that's not shared amongst players. I've searched Farty1billion'sEUD Database for conditions that aren't shared. All I found were mouse positions. I've tested it, but still no desync.



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Jul 1 2008, 6:41 pm rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

Screen position isn't shared. You need to find where your deathmap is located, then subtract/add onto it to find where the screen position is for your particular map. Start by finding the location of unit 0 by finding its hp.



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

Jul 1 2008, 8:23 pm Esponeo Post #18



Quote
My advice: Hackers will ruin your game in some way shape or form, no matter what. Just use the standard defeat. If they stay in game, guess what, they have no units and can only talk. If they lag, then just remake the game, and ban them in the lobby.
This is exceptionally bad advice. The problem is that a script kiddie using hacks to stay in the game can also cause a lot of lag. In fact, often times players are specifically booted from maps like these because of lag. Attempting to drop them is the only way to ensure they actually leave the game. It is worth every amount of effort.



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Jul 1 2008, 8:29 pm O)FaRTy1billion[MM] Post #19

👻 👾 👽 💪

lol, was that JoshuaWolf's 4-in-1 map?

Here is the concept I posted a while back that I helped him with. I may have posted it here at SEN, but I couldn't find it.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jul 2 2008, 10:47 pm pneumatic Post #20



Here's another way to look at it. Hackers are the players' problem, not the map makers'. For people who want to hack, there will always be another way around dropping systems. Eventually, your map could be hackable no matter how many anti-hacks you have. Trying to keep up with all of them just makes your map more complicated than it already is, and could make it unplayable in the future. You never know.

SC2 is coming out soon. When SC2 is out, the number of hackers will drastically drop because hacking SC1 isn't worth it for them anymore. Hackers, like the bubonic plague, thrive where there are lots of people. There will still be people around SC1, but only the ones who really want to be there, and not so much the ones who are trying to get popular or piss people off.

Also, blizzard has hinted that with the release of SC2 there will be changes (though not necessarily drastic) to ALL of Battle.net. All of Bnet means Starcraft 1, too.

When that happens, you'll want your map to be ultimately playable. Make a map so that it's ultimately compatible and is least likely to conflict with newer/previous versions, and so that it works perfectly. Don't waste your time on the morons. They're beneath you.



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[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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