|
Remember the game! P.s.: Feldspar.
|
Actually, it's (Number of variables)^(number of possible values). so 60 vars with 2 values would be 3,600 possible values, far les than one quintillion.
Too bad you can't manually manipulate the numbers without making modding plugins. Then you could do all sorts of encryption and algorithms. ![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |
|
To keep the chances of a random guess getting something correct, you'll need to have more possible passwords than variable settings. For example. If your variables have a total of 1,000 different possibilities, and you only have 4,000 different possibilities, there is a 25% chance of someone randomly entering numbers and guessing. You should be able to do the math for what you want the percentage chance for them to crack one out.
For 60 variables, ungh. If this is for the "Monster Dyne" map, lets say, just say that each of the 60 variables only has "50" (Level str spells etc.) possiblities, 00-99. That's 120 digits you would have to enter. If you use a MC system, it'll be the fastest you can make it. If each has 99, you can use 15 death counters. Death Counters can represent 8 digits, as the max value a dc can have is 2,147,483,647 So DC1 could equal 21,432,001 Condition 1a Check DC1 Check DC2 Check DC3 ... Check DC15 P1 Password Entering Set Action Set P1 Passsword Good Clear P1 Password Entering As far as creating these triggers, if you learn how to program, create a list of all the possiblities, or create a program to create a list of possibliites. Create this list in a format that another program can interpret that list and create the triggers in "Trig edit" for SCMDraft. Here's the problem with mine though, 60 with 50 possiblities equals this number. 8.028 ^88 power of triggers. Albeit a computer program could create this list. The size of that file will be huge, thus making your map huge. I'd also ask Tuxedo Templar if the number of triggers slows down a maps ability to run triggers effectively. Albeit these triggers will only be checked at the beginning of the map... that's a lot of triggers. There may be a way to make Starcraft editor to use an internal encryption for your death counters. Use death counters from the computers, as theres only two players. Multiplication, addition, sraction ubtand division can be used by starcraft, but I don't know the math for creating the encryption. This is where I wish I'd have worked on Warcraft 3 maps, because A LOT of maps use an encryption system... I'd go searching for that if I was to try and build in a system for Staredit... and it'd probably be easily 1% of the triggers of hard codeing... Figureing out the encryption route is probably the best way. Also, DO NOT use display text to show the password. Use "Minerals" and set minerals to value to display the password. If you don't, you'll end up eating up a bunch of your string limit. This post was edited 1 times, last edit by BlueFalcon: Apr 1 2008, 3:07 am.
![]() ![]() ![]() ![]() ![]() ![]() |
|
Remember the game! P.s.: Feldspar.
|
Minerals cannot show all the digits. You could also use gas...
![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |
|
I meant like multiple units, "Mineral Type 1" Have it display 4 or 6 (Or however man for each Death Counter) I used. Not the minerals that a player has... that peaks out somewheres way before the 60 variable thing.
I still say figure out how the WCIII encryption systems in a map works. I'm hoping it doesn't use any Logs, that'd be a pain to do. The other problem is if it uses exponents, because I don't know if WCIII has a cap of a value... Either way the goal would be a system to be able to encrypt, decrypt any given number setup. I now want to try and create an "encryption/decryption" system just to try it out. Time for wikipedia searching :-/... That looks like it explains how WCIII does it, now to create a math system for SC, since there's no easy way to do it. http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=37153 This post was edited 1 times, last edit by BlueFalcon: Apr 1 2008, 7:33 pm.
![]() ![]() ![]() ![]() ![]() ![]() |
|
Remember the game! P.s.: Feldspar.
|
You could use modding plugins.
![]() ![]() ![]() ![]() ![]() ![]() Badlands 128 Minimap Colors I like
Platform 95 Minimap Colors Install 85 Minimap Colors What is this table, you ask? Ashworld 92 Minimap Colors I made images that list all the Jungle 105 Minimap Colors tiles' minimap colors arranged Desert 109 Minimap Colors by tileset groups (i.e. tileset Ice 94 Minimap Colors index.) Twilight 97 Minimap Colors I could make my own SCPM... |
|
Haha, oops. I think the best way is to generate a string of passwords, and mix up the order, and add/subtract values to the death counts. Have a few passwords at the beginning that have nothing to do with the variables, but instead determine the way the actual death counts are mixed/modified. Like I said, the more meta-information you have, the easier it is to create an unguessable system. And if you have a STRING of 3- or 4-digit passwords, each password can contain multiple variables and many, many more possible "incorrect" passwords than correct passwords. You can also give them to the player one by one. You could have a beacon or data disc or whatever for each password, arranged in a line, and when the player brings a unit to one of them, it will show him the password. Or whatever. Here's an example: A - 2 B - 14 C - 14 D - 23 E - 1234 F - 2134 G - 1234 H - 1234 I - 1234 J - 1234 E - J are the passwords containing variable information. A is the "global" password, telling the system which interpretation paradigm to use. The global paradigm could do a few things: mix up the order of all the other elements, or tell which system of triggers to use for B, C, and D. B tells the system which order the passwords are in, depending on the interpretation paradigm. C directs the system to the correct trigger which will add or subtract from each death count, depending on the interpretation paradigm. D tells you WHICH death counts to add or subtract from, depending on the interpretation paradigm. You could even have "patterns" -- like a value is assigned to each death count of E-J, and the trigger that C directed you to will determine how much is added/subtracted from each value. You could continue to add layers to this. Extra layers reduce guessability without generating huge numbers of triggers. The more non-variable layers you have, the more incorrect passwords you can have without having to deal with extra triggers/variables. And like I said before, a string of passwords lets you give them to the player one by one in order, and lets the player ask for each again if he didn't get it the first time. This post was edited 1 times, last edit by razorsnail: Apr 1 2008, 10:13 pm.
![]() ![]() ![]() ![]() ![]() ![]() |
|
Here is what I might do... for an encryption system. We're going with the each variable has 50 options. (0-99) Set up a conversion system.
0000 = 1000 1000 = 4000 4000 = 3000 etc. 000 = 100 100 = 400 etc. 00 = 50 etc. 0 = 9 This will leave a 4 digit set of passwords to require 40 triggers to properly convert 4 switches or 1 death counter etc. Realisticly. If you want it to be for the first set of numbers. If you want it in 4 digit sets. So, a player enters 1000. Useing the conversion system, the resultant data will become 3159. How the triggers work. Death Counter to represent What step of conversion you're on. (Conversion) Death Counter to represent What step of 4 digit codes to analyze you're on (Code) Death Counter to represent Code Set 1 - X where X is the number of four digit steps you are on. (CS1 - CSX) Death Counter to represent Converted Codes (CC1 - CCX) Trigger Condition Death Counter Conversion is 1 Death Counter Code is 1 CS1 has at least 3999 deaths CS1 has at most 4001 deaths Action Add 3000 deaths to CC1 Subtract 4000 deaths from CS1 *NOTE: This must be done on any value that is > 0 for an entered digit* Add 1 death to Code Trigger Condition Death Counter Conversion is 1 Death Counter Code is 2 CS1 has at most 99 deaths Action Add 100 deaths to CC1 *Note the missing subtract from CS1 Add 1 death to Code Make sets of triggers for ALL Conversions. On the last step of a conversian (If you want players to only have one chance to get the password correct, add one death to Counter Conversian, if not read on.) No matter what be sure the last step sets counter code to 0. Right now, the total trigger ammount is 40 x X, where X is the number of 4 set triggers. In loveless's case, it's 1200 triggers. This will encrypt it, and if you wanted too you could change up the death conversions for each Counter conversion. Next set of triggers is to process the "Decrypted" data. Here is where we can also put bad password detection in. I'm assumeing you'll use death counters to represent stats, health etc. etc. So, the decryption process should be the spot where you set the players Death Counters to the levels you want them. The Decrypted Number was 3159. We will split this number up for visual purposes only to be 31 and 59. 59 is a bad number... it's > 50. The 31 is good. 31 is health, 51 is MP New Variables P1HP P1MP Old Variables CC1 = 3159 Trigger Example Condition CC1 = at least 100 Action Add 1 to Player 1's HP Subtract 100 from CC1 Preserve Trigger Condition CC1 is greater than 50 Action Set Bad Password There are two things you can do when a bad password comes up. Have them re enter the password, which involves you setting all the variables to 0, and haveing them re enter it... or tell them they're starting a new game... The number of triggers here is 3 x V, where V is the number of variables that a password represents. That puts the total triggers for just the encryption/decryption at 1380 Triggers. I would use the HP/MP Variables as mainly display values. For example. Conditon HP is at 30 Deaths Action Set Resource type 1 to "30" Or Set HP % to 30% on a unit that has exactly 100 Health. Preserve Trigger This means each variable would have 51 values, which is 3060 Triggers. I didn't show a code-entering system... but I think you should be able to figure it out from what I've shown. Also, the probability of randomly guessing a correct password is 1/(2^60) for my system. That's approaching 0. Boo yah. I think thge password entering system could be done in 120 triggers. 4560 Triggers. I could be wrong, but that's what I estimate the whole Password Enter, Decrypt, Display. The last step is showing the password at a save. I'd want it to be so that when they saved they were done with the map until they decided to load. You need to first encrypt all the death counters. Which will be about 1200 triggers. Then Display the password which will be another 120. 5880 Total Triggers. I would definitely would want some sort of trigger duplicator system... ![]() ![]() ![]() ![]() ![]() ![]() |
|
So much for this...
|
I have this enabled on my CTF map I am currently working on. Although I have to input the player 'accounts' myself and redestribute the map but people can log in via beacon system or if they don't have an account then they can log in as a guest and use the point system to gain access to more classes... Only problem with this in my situation is always having to add accounts for players that want one...
![]() ![]() ![]() ![]() ![]() ![]() Join my GT inc. group on XFire! (Click here!) Play 2Moons! (Read about it here) Join the Staredit Network group on XFire! (Click here!) ![]() |
|
Architect
|
Bytheway, before you all go and work your heads off on a secure passcode system, please take note that anyone could just use OSMAP to open the map, look for a good/the best passcode and cheat. It will probably take some digging in the codes but I bet most people could crack it. Don't you just love open source mapping
. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
|
|
...Ham?
|
Bytheway, before you all go and work your heads off on a secure passcode system, please take note that anyone could just use OSMAP to open the map, look for a good/the best passcode and cheat. It will probably take some digging in the codes but I bet most people could crack it. Don't you just love open source mapping .If they are going to spend that much time trying to figure out a password... By all means, you deserve it. |
|
Architect
|
Bytheway, before you all go and work your heads off on a secure passcode system, please take note that anyone could just use OSMAP to open the map, look for a good/the best passcode and cheat. It will probably take some digging in the codes but I bet most people could crack it. Don't you just love open source mapping .If they are going to spend that much time trying to figure out a password... By all means, you deserve it. Meh, if anyone makes a map with a passcode save system I bet I can get a good code within 30 minutes, that's the time of an average b.net game. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
|
|
Don't play with fire, play with lil-Inferno!
|
Bytheway, before you all go and work your heads off on a secure passcode system, please take note that anyone could just use OSMAP to open the map, look for a good/the best passcode and cheat. It will probably take some digging in the codes but I bet most people could crack it. Don't you just love open source mapping .If they are going to spend that much time trying to figure out a password... By all means, you deserve it. Meh, if anyone makes a map with a passcode save system I bet I can get a good code within 30 minutes, that's the time of an average b.net game. Yes, the average time of a mass attack or defense, not the average time of an epic LoveLess map. ![]() ![]() ![]() ![]() ![]() ![]() "Sharing is caring. . .Unless you have STD's!" - LoveLess
|
|
...Ham?
|
Bytheway, before you all go and work your heads off on a secure passcode system, please take note that anyone could just use OSMAP to open the map, look for a good/the best passcode and cheat. It will probably take some digging in the codes but I bet most people could crack it. Don't you just love open source mapping .If they are going to spend that much time trying to figure out a password... By all means, you deserve it. Meh, if anyone makes a map with a passcode save system I bet I can get a good code within 30 minutes, that's the time of an average b.net game. Yes, the average time of a mass attack or defense, not the average time of an epic LoveLess map. ... Lulz. |