Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Binary Count Off Help
Binary Count Off Help
Jun 11 2008, 12:40 am
By: Brontobyte  

Jun 11 2008, 12:40 am Brontobyte Post #1



As some of you might know, I am making a Phantom game. I have an Anti Zerg Mineral Hack detection system that uses three counters to calculate the mineral count for a given player and then subtracts them. If the count is higher then a given number, it counts as hacking, but I digress. The point is, I thought of a way to get around the Stat Hack. This one will be tricky. I thought that instead of having the player automatically gain minerals/gas every given time laps, have them gather more ore and gas. What I mean is, instead of mining the normal 8 minerals and 8 gas at a clip, have them just gather more each time. I know how to trigger this for each player, granted that they are the Phantom. The thing I want to know is: Will this effect my Zerg Mineral Hack detection? If a player gains 10 ore or even 16 ore at a clip instead of 8, they have a better chance of hitting one of the specifically set counts and then the game thinking that the player is hacking, when he/she just has 10 bases with 20 workers mining at each of them. Even if I don't add that much for each clip, will it still affect how the Zerg Mineral Hack detection at all? If they both are adding and subtracting the mineral count at the same time, wont that affect it? I will obviously use different counters, but as one is subtracting the ore and another is also subtracting, wont that offset the next count? EX: You have 2048 minerals. The triggers are set for 514. (More but just for an example) both of them subtract 514 at the same time. Wont this mess it up? I don't know if it would or if I am just over thinking my map design as usual. :???:



None.

Jun 11 2008, 12:46 am Falkoner Post #2



I think I know a better way to throw off the stat hack. Every trigger loop, simply use Binary Count-Offs to save the current resource count they have, then set everyones resources to let's say... 0, then simply set it back all in the same loop, I think it will mess up the stat hack, other than that, I have no idea how you would do it.

Yes, since both subract at the same time, this will cause problems, now you can simply make sure you get the triggers in the correct order, or you can have it transfer it to both at the same time, rather than doing them separately.



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Jun 11 2008, 1:01 am pneumatic Post #3



You could factor in how many workers the player has when deciding whether to execute the mineral hack action. If they have few enough workers, and you detect a sudden jump in minerals, count it as a hack and run the necessary response. If they have more workers, and you detect a sudden jump in minerals, don't count it as a hack, because it could be the increased mineral gain. Even if they are using a hack, it won't matter that much if they already have a lot of workers.

There's obvious problems, such as: what if a lot of their workers aren't mining, or what if they have a weird worker distribution between ore and gas. But if you really want to include both the anti-mineral hack and increased minerals, something like this could help.



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Jun 11 2008, 7:28 am Wormer Post #4



You better carry out tests for yourself and decide how many mineral chunks could be brought at once. But I say, it is at most 3-4 chunks at once not that big amount.



Some.

Jun 11 2008, 11:00 am Brontobyte Post #5



Quote from Wormer
You better carry out tests for yourself and decide how many mineral chunks could be brought at once. But I say, it is at most 3-4 chunks at once not that big amount.

The amounts go as follows: Exactly 514, 1028, 1542, 2056, 2570, and At Least 3000. If you mine 8 minerals for every unit, it would never go into any of these numbers evenly. It would take 375 workers @ 8 minerals a second to equal 3000. Even for the lowest Exact amount, 514, It would take 64.25 workers @ 8 minerals a second to equal 514. Thats a lot of workers. Its possible, but I will not worry about this slight chance that someone is a resource whore and has a bunch of bases. *cough*Epoch*cough* :lol:

What if I have a switch set at the end of the Zerg Mineral hack detection and have the Conditions have it so that it will not activated if the switch is set. I would do the same thing just reversed for the Mineral addition triggers. In this way, the will never run, unless the other is done. (So I think) I would imagine that instead of the Mineral count would be checked less then 1/8 per second. It would most likely be something like half that, 1/4 but thats still fast. Will this work? Keep in mind, only the Phantom will have these Mineral Addition triggers will be activated for him/her.



None.

Jun 12 2008, 2:15 am Conspiracy Post #6



Quote from Brontobyte
*cough*Epoch*cough* :lol:

So? I like t3h mineralz. They are shiny! And I like t3h shiney!

Anyway, back on topic, I would have to agree with what falkoner said, and I repeat, if you do them both, do them both at the same time.



None.

Jun 12 2008, 11:04 am Brontobyte Post #7



Quote from name:Epoch
Quote from Brontobyte
*cough*Epoch*cough* :lol:

So? I like t3h mineralz. They are shiny! And I like t3h shiney!

Anyway, back on topic, I would have to agree with what falkoner said, and I repeat, if you do them both, do them both at the same time.

How would I make it so that they both happen at the same time? If I place one of the triggers that does the same thing under, or on top, of the other one, wouldn't it just basically subtract twice? If I can have the systems fire at different times, I could ensure that they will only subtract the actually mineral count and not a mineral count that has been affected by the other system.



None.

Jun 13 2008, 1:43 pm Brontobyte Post #8



Kenoli explained that I just have the trigger systems one on top of the other in the order to prevent them from running at the same time.



None.

Jun 13 2008, 2:25 pm JaBoK Post #9



Hm, ever thought of just turning off the mineral hack detection after 5 minutes of playing? Nobody's gonna try a min hack after that point, realistically.



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Jun 13 2008, 3:09 pm Brontobyte Post #10



Quote from JaBoK
Hm, ever thought of just turning off the mineral hack detection after 5 minutes of playing? Nobody's gonna try a min hack after that point, realistically.

There is no point to turn it off. If the players know that is is going to be tuned off, then thats when they will use it. It will run constantly. I also noticed that is messes up the Average minerals per second in the Stat Hack. I might, for no reason at all, have this same triggering but just for the gas as well. I will just use the similar triggering as others used in there Phantom and adapt it to my triggering.



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