[quote=FaRTy1billion]He tested it intentionally. It started by using large player numbers. He played a lot in SC's memory...
Also EUD Actions can't do anything to harm your SC. They can only write [i]after[/i] the death table within a limited range that is basically just data anyway. Sure you could probably screw a value over and alter the running of SC. Omg, restarting SC... so fatal.
I'll write a guide including history on them. I'll attempt to clear up some of these misconceptions that exist...[/quote]
There are many modules (dlls) located after the death table, you can write to those. You can also overwrite function pointers.
There are many modules (dlls) located after the death table, you can write to those. You can also overwrite function pointers.
But still, how could you write an [i]entire virus[/i] in it? Unless you found a large block of unused space, shoved some ASM in int-by-int, an modified some pointer there... but that'd be a ton of work. You'd still be better off writing like a hack for SC and shoving viruses in [i]that[/i].
But still, how could you write an entire virus in it? Unless you found a large block of unused space, shoved some ASM in int-by-int, an modified some pointer there... but that'd be a ton of work. You'd still be better off writing like a hack for SC and shoving viruses in that.
[quote=FaRTy1billion]But still, how could you write an [i]entire virus[/i] in it? Unless you found a large block of unused space, shoved some ASM in int-by-int, an modified some pointer there... but that'd be a ton of work. You'd still be better off writing like a hack for SC and shoving viruses in [i]that[/i].[/quote]
People are more likely to download a map than a hack.
People are more likely to download a map than a hack.
[quote=FaRTy1billion]Download, maybe. But actually play... that's pushing it. Especially if the map does something noticibly horrible to them.[/quote]
How is playing the map pushing it? Most B.netters wouldn't care what's in the map. Also, it doesn't [i]need[/i] to do something noticably horrible to them. It could just make something silly appear on their screen, or even be a simple trojan virus that runs itself silently in the background, sending data back to somewhere.
How is playing the map pushing it? Most B.netters wouldn't care what's in the map. Also, it doesn't need to do something noticably horrible to them. It could just make something silly appear on their screen, or even be a simple trojan virus that runs itself silently in the background, sending data back to somewhere.
Most maps don't get spread. We all know this. Also how can you fit an entire trojan and TCP/UDP communication function into a map? I don't think there is [i]that[/i] much free space in a data segment. I also don't think anyone would dig through SC enough to find one that would be easily usable.
Most maps don't get spread. We all know this. Also how can you fit an entire trojan and TCP/UDP communication function into a map? I don't think there is that much free space in a data segment. I also don't think anyone would dig through SC enough to find one that would be easily usable.
Yeah, the only reason that the virus would ever run is if SC actually attempted to read whatever you put in there, which it probably wouldn't, and even if it did, it would only affect SC most of the time.
Yeah, the only reason that the virus would ever run is if SC actually attempted to read whatever you put in there, which it probably wouldn't, and even if it did, it would only affect SC most of the time.
[quote=Falkoner]Yeah, the only reason that the virus would ever run is if SC actually attempted to read whatever you put in there, which it probably wouldn't, and even if it did, it would only affect SC most of the time.[/quote]That's what Doodle was talking about, though. Function pointers are little 'variables' in memory that are used by SC for easy calling of functions. You'd just spam some ASM somewhere and redirect one of the pointers.
That's what Doodle was talking about, though. Function pointers are little 'variables' in memory that are used by SC for easy calling of functions. You'd just spam some ASM somewhere and redirect one of the pointers.
I think you could detect where that unit is on the map too. It's loads of triggers, but you can just move it around to find the location of it, and the unit number. Something tells me you'd have to detect the x and y axis separately, and all in all, not worth the time. Generally EUDs aren't worth the time.
I think you could detect where that unit is on the map too. It's loads of triggers, but you can just move it around to find the location of it, and the unit number. Something tells me you'd have to detect the x and y axis separately, and all in all, not worth the time. Generally EUDs aren't worth the time.
Master of Temptation, Ruler of Aeronotics, and Secret Lover
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[quote=name:CooL)Kid][quote=name:FaRTy1billion]You can use any unit ID...[/quote]
[color=#81A7EF]But I don't know how to get that's ID Code :(.[/color][/quote]
The units order of creation is the unit IDs number. So the first unit has the ID 00, second has 01, and so on. To get the death count amount, you need to first find the hex adresses for what your looking for and use Farty's EUD Program to find the extended unit's deaths.
The units order of creation is the unit IDs number. So the first unit has the ID 00, second has 01, and so on. To get the death count amount, you need to first find the hex adresses for what your looking for and use Farty's EUD Program to find the extended unit's deaths.
From silent: "lolol First of all wikipedia is flawed because anyone can come into it and post anything. About criticism.. no. You can't just change the definition of a word and expect everyone to bow down in awe. I am using macro evolution as an identifier between changing from one kind to another kind. I.E. bananas turning into flies. So if you want to argue about this then your argueing about the definition of a word.. Not the theory itself. If you want I can use false evolution, or neverbeenseenbefore evolution instead of macro. Its up to you" This is stupidity. Please look at it very closely -- notice that almost every logical fallacy is used in it.
[quote=name:DaMiNaToR]So basically you can tell when you have any specific unit selected but not where it is on the map?[/quote]No, any specific [i]type[/i] of unit.
[quote=name:rockz]I think you could detect where that unit is on the map too. It's loads of triggers, but you can just move it around to find the location of it, and the unit number. Something tells me you'd have to detect the x and y axis separately, and all in all, not worth the time. Generally EUDs aren't worth the time.[/quote]To find the location of a specific unit is easy... but it gives exact pixel location.
[quote=name:CooL)Kid][quote=name:FaRTy1billion]You can use any unit ID...[/quote]
[color=#81A7EF]But I don't know how to get that's ID Code :(.[/color][/quote]0 = marine, 1 = ghost, etc. Find a list somewhere (It should be in the wiki...)
[quote=name:A_of-s_t][quote=name:CooL)Kid][quote=name:FaRTy1billion]You can use any unit ID...[/quote]
[color=#81A7EF]But I don't know how to get that's ID Code :(.[/color][/quote]
The units order of creation is the unit IDs number. So the first unit has the ID 00, second has 01, and so on. To get the death count amount, you need to first find the hex adresses for what your looking for and use Farty's EUD Program to find the extended unit's deaths.[/quote]Not [i]that[/i]... Unit id refers to the unit type. And (as discussed in a different topic) there is no 0-1699 ID ever. It is a [i]pointer[/i]. Using [i]that[/i] you can detect if a [i]specific[/i] unit is selected.
Here are some resources:
http://www.staredit.net/topic/2162/2/ - Allows for shared (or private) reference to player selections of [i]specific units[/i]. This may not desync if you use the selection groups for specific players.
http://www.staredit.net/topic/2158/#40350 - Allows for [i]private[/i] reference to the [i]selected unit ID[/i] (unit type). This [i]will[/i] desync if you do more than just display text, move the screen, etc. If you would like to use this one, I did not post the offset. You can either review the map or ask me for it.
So basically you can tell when you have any specific unit selected but not where it is on the map?
No, any specific type of unit.
I think you could detect where that unit is on the map too. It's loads of triggers, but you can just move it around to find the location of it, and the unit number. Something tells me you'd have to detect the x and y axis separately, and all in all, not worth the time. Generally EUDs aren't worth the time.
To find the location of a specific unit is easy... but it gives exact pixel location.
You can use any unit ID...
But I don't know how to get that's ID Code .
0 = marine, 1 = ghost, etc. Find a list somewhere (It should be in the wiki...)
You can use any unit ID...
But I don't know how to get that's ID Code .
The units order of creation is the unit IDs number. So the first unit has the ID 00, second has 01, and so on. To get the death count amount, you need to first find the hex adresses for what your looking for and use Farty's EUD Program to find the extended unit's deaths.
Not that... Unit id refers to the unit type. And (as discussed in a different topic) there is no 0-1699 ID ever. It is a pointer. Using that you can detect if a specific unit is selected.
Here are some resources: EUD help - Allows for shared (or private) reference to player selections of specific units. This may not desync if you use the selection groups for specific players. Custom Portaits - Allows for private reference to the selected unit ID (unit type). This will desync if you do more than just display text, move the screen, etc. If you would like to use this one, I did not post the offset. You can either review the map or ask me for it.
This post was edited 1 time, last edit by FaRTy1billion: Apr 7 2008, 4:49 pm.