Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How do you implement anit-hacks
How do you implement anit-hacks
May 24 2011, 9:45 pm
By: m.0.n.3.y  

May 24 2011, 9:45 pm m.0.n.3.y Post #1

In my game photon rush, it's pretty important that team 1 cannot see team 2 and visa versa. So how do i implement these anti-map hacks that drop players if they activate the hack?


May 24 2011, 10:02 pm iCCup.xboi209 Post #2

I don't believe there is any known way to implement antihacks


May 24 2011, 10:42 pm m.0.n.3.y Post #3

i see random maps do it all the time: anti-LAN hacks anti-map hacks..


May 24 2011, 11:01 pm Raitaki Post #4

Quote from m.0.n.3.y
i see random maps do it all the time: anti-LAN hacks anti-map hacks..
There are a lot of ways, like using EUDs to detect maphack or have players view crashable units, but I think hackers have found a way to defy all of them. So there is no true antihack that can prevent maphack altogether.


May 25 2011, 1:07 am NudeRaider Post #5

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

Yeah, the best methods are those not widely known or found in forums. If a method becomes known the hacks usually get updated to counter it. So your best bet is to invent something that hasn't been used before or find someone who knows a rather unknown method.
This question has been asked numerous times in this forum, so you when you search relevant topics might find people posting about knowing a method and maybe they are willing to share it with you when you PM them.

May 27 2011, 3:24 am iCCup.xboi209 Post #6

Well people may of not updated their hacks so that's most likely the reason why maps catch them


May 27 2011, 3:58 am jjf28 Post #7

Cartography Artisan

To anti-hacker's misfortunes... Map Hacking is extremely effective... here's a little history

Point being their soul quest is to avert detestation, and every time someone succeeds at detecting them via any method, they fix their program to "return the correct value"

As I recall it, a map hacker's units will not attack outside the players un-altered vision range, and in all cases they know about, their actions will not be effected by it. I've also read that when a RAM value is specifically altered due to hacks, it can be synced and show up to other clients as the value it should be (perhaps by altering StarCraft code?)

However you can have fun with multi-hackers :) , and there are decent third-party anti-drop programs out there (which only deal with drop hacks to minimize detectable changes to your client).

And you can look for memories to target the hack program, ex: look for a change to extra low lat (probably can/has been masked?), or any memory change by the program.

as long as EUDDB is down here you go...
edit: Memory value for latency: 006556E4
0 is low, 1 is high, 2 is extra high
-1 is extra low (LAN lat, what a hacker would set his too) but the value jumps up high to represent a negative value so you can just use a at least 3 condition

-put it in a nice artmoney table for use in private games

Post has been edited 4 time(s), last time on May 27 2011, 5:18 am by jjf28.

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May 27 2011, 9:57 am Sacrieur Post #8

Still Napping

You could detect unit selection with EUDs and link it to a desync. Another method is to show a unit that crashes the game that's hidden by fog of war.


May 27 2011, 11:47 am Excalibur Post #9

The sword and the faith

There is currently no easy, worth-the-time-and-effort-its-going-to-take way to counter map hack as far as I know. You can thank Zynastor for that.

When you start talking about anti-hack you're talking about trying to fuck with tools that have been developed by very experienced and dedicated people who are very good at what they do. Its no simple matter anymore since fog crashes and sprite crashes started to be protected against.

In all honesty, the final word is this: You're better off leaving well enough alone. Those who hack will hack, and those who don't wont.

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May 27 2011, 12:31 pm Jack Post #10

>be faceless void >mfw I have no face

As far as I know a disabled queen still works against zyn's maphack. Try that method maybe.

Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 27 2011, 9:47 pm Sacrieur Post #11

Still Napping

I know this is a longshot, but there are ways to get starcraft to divide by zero...


May 27 2011, 10:23 pm iCCup.xboi209 Post #12

I remember in some laser tag game that used a neutral dragoon and it crashed maphackers but when I used the triggers in a dummy map, it failed. Theres a disabled queen trick?


May 29 2011, 5:17 am Heinermann Post #13

SDE, BWAPI owner, hacker.

This might not be related but...

There's an exploit that allows one to ally/unally and vision/unvision computers (no it doesn't ally back) and even the Neutral player. (For example, you are playing a team game and your hacker buddy with a detector visions the enemy computer to screw you over more than if he were to just backstab you)

A simple fix for alliance is placing a unique unit for players that the hacker is not supposed to ally/unally, and use the condition (depending on the desired alliance) "Allies/Foes brings at least 1 unit to 'Anywhere'."
As far as vision goes you will just have to set it repetitively.

May 29 2011, 6:02 am Wormer Post #14

Quote from Sacrieur
I know this is a longshot, but there are ways to get starcraft to divide by zero...
This won't detect a hacker but just rather crash for everyone. The problem is to distinct a virgin SC from the tainted one.

Heinermann, I'm not sure if I get it right. Do you imply it's possible to ally/unally (or vision/unvision) in such a way (I don't mean triggerwise here) that it's not possible to restore the enemy/alliance (or vision) state via triggers?

Post has been edited 1 time(s), last time on May 29 2011, 6:30 am by Wormer.


May 29 2011, 10:35 pm Heinermann Post #15

SDE, BWAPI owner, hacker.

It's possible to restore via triggers, it's just in some cases may not be desirable to have units stop attacking allied units because of a persistent trigger alliance.

May 31 2011, 3:05 pm iCCup.xboi209 Post #16

I found a way to crash maphackers now but I'm not sure if I should make it public


May 31 2011, 5:43 pm Wormer Post #17

IMO, you shouldn't, just write a PM to Heinermann and let him to confirm here you really found it =) Then we'll decide what to do with this.


May 31 2011, 6:07 pm iCCup.xboi209 Post #18

I already confirmed it myself


May 31 2011, 10:14 pm Wormer Post #19

One person may mistake. Looks like you come just to tease and to tell everyone how cool are you that you found an neat antihack, but not going to tell anyone. I don't believe you.


May 31 2011, 10:22 pm DevliN Post #20


You just told him not to make it public, and then get mad that he is not making it public. I also find it interesting that you suggest he PMs Heiner and then say "we'll decide what to do with this." I understand your frustration, but I don't consider it teasing when he asks if he should make it public in the first place and is told not to.

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