Is there anyway to determine whether there is a player in a computers slot?
Due to a recent hack, players can open computer slots, and move to that force to play in their spots. I was wondering if there was any way to detect if it was a player rather than a computer.
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Is there anyway to determine whether there is a player in a computers slot?
Due to a recent hack, players can open computer slots, and move to that force to play in their spots. I was wondering if there was any way to detect if it was a player rather than a computer.
WTF Hax. *yawn* I have never herd of such a hack. I would imagine you would have to rely on the ally status of players, or something like that.
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AH yes I know of this hack. It's actually quite fun to use on impossible scenarios maps.
Anyway, you could have several overlords with zerglings on the map and at the very beginning of the game with hyper triggers run the ai script 'enter nearest transport.' Then check to see if there's any zerglings left on a location that has all air fields unchecked. If there are zerglings left, then the slot is a player. A human being even with a macro wouldn't be able to load several ovis across the map at once within the first 4 seconds of the game. To bypass this someone could write a hack that would do so, but they'd be writing a hack specifically for your map - and it's extremely doubtful that will happen.
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Maybe, idk how a given hack would effect this. Basically have that computer slot run an ai script, like setting a command target somewhere or moving dark templars into the area (which are just a couple of scripts that might be useful). If they scripts happen then obviously a computers still in control and thus nobodies hacking. If they don't then a hackers controlling them (again this is assuming the hackers program overrides ai scripts). That's the best i can think of.
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Maybe, idk how a given hack would effect this. Basically have that computer slot run an ai script, like setting a command target somewhere or moving dark templars into the area (which are just a couple of scripts that might be useful). If they scripts happen then obviously a computers still in control and thus nobodies hacking. If they don't then a hackers controlling them (again this is assuming the hackers program overrides ai scripts). That's the best i can think of.
Yes, that was my suggestion. That's why I said use transport and with multiple overlords, because a player without a hack to do precisely that, couldn't possibly load all overlords with the exact right unit at once within the first few game seconds.
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Oblivion 3.0.7 ~ Multi-Command Feature.
AI Scripts run for humans as well, so no that wouldn't work.
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The easiest way to fix that is to make the player center view on an invalid unit, so they crash, whereas the computer will not. Player 12's units are reverted to the computer respectively. [This will eat up 1 slot though]
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There's a maphack out there that prevents crashes on invalid sprites.
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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
The idea is correct, but you haven't found the right ai/action.
For detection you can run the junkyard dog ai at several locations. And check if the affected units start to move. If yes, they're comp. If not/not all they're human controlled.
But there's an easier way to spoil the hacker's enjoyment of their hack:
Just always center view in a corner of the map and spam display text "YOU ARE A HACKER - YOU ARE A HACKER - YOU ARE A HACKER!".
The idea is correct, but you haven't found the right ai/action.
For detection you can run the junkyard dog ai at several locations. And check if the affected units start to move. If yes, they're comp. If not/not all they're human controlled.
But there's an easier way to spoil the hacker's enjoyment of their hack:
Just always center view in a corner of the map and spam display text "YOU ARE A HACKER - YOU ARE A HACKER - YOU ARE A HACKER!".
Eh, I would like to find a way to prevent it, but annoying them to heck will work.
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The idea is correct, but you haven't found the right ai/action.
For detection you can run the junkyard dog ai at several locations. And check if the affected units start to move. If yes, they're comp. If not/not all they're human controlled.
But there's an easier way to spoil the hacker's enjoyment of their hack:
Just always center view in a corner of the map and spam display text "YOU ARE A HACKER - YOU ARE A HACKER - YOU ARE A HACKER!".
Eh, I would like to find a way to prevent it, but annoying them to heck will work.
NudeRaider has a great idea. The computer player will never need to "move there screen." If a human player somehow enters the slot of one of the computer players just have them view a disabled sprite/annoying text/annoying noise, ect...
If they want to play as a computer player, having there screen centered in one location and not being able to move will prevent them from, well really, playing the game. Its kind of hard to do things when your screen is not in the correct area.
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The idea is correct, but you haven't found the right ai/action.
For detection you can run the junkyard dog ai at several locations. And check if the affected units start to move. If yes, they're comp. If not/not all they're human controlled.
But there's an easier way to spoil the hacker's enjoyment of their hack:
Just always center view in a corner of the map and spam display text "YOU ARE A HACKER - YOU ARE A HACKER - YOU ARE A HACKER!".
You sir, are a genius. An evil genius.
Of course, the players would still probably end up wondering why the heck the games not running properly. You might want to put a 'defeat' or 'victory' trigger on for the normal players if it turns out the Computer is now a human, that way they don' think the map is broken or something. You could give them a little message saying something about a hacker being in the game, please remake. People on battle net are .. well.. generally dumb, which is not to sound offensive in any way but it really is true. You need to spoon feed them information and or instructions otherwise they get confused, complain, and then refrain from playing the map ever again.
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Idea: Put a rescuable unit in an area full of computer units, and make a trigger that constantly checks for the unit belonging to the rescuable player. If the hacker weasels his way into the computer slot, the rescuable unit gets capped, the trigger fires, and the offender gets bombarded with "
LOL HAX" spam.
That'll put the fear of god into 'em.
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All you gotta do is constantly center on a beacon for the computer player, it wont affect the computer, but if an actualy HUMAN was there, he'd want to walk to the beacon to stop it. Thus determinaing a human is now the Raccoon Police or the Zombies >:D
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-- Updated as of December 2021 --
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
Eh, I would like to find a way to prevent it, but annoying them to heck will work.
There's no way to prevent it in the first place. But you can detect it and defeat him. (explained above)
Quote from name:Dark_Marine
All you gotta do is constantly center on a beacon for the computer player, it wont affect the computer, but if an actualy HUMAN was there, he'd want to walk to the beacon to stop it. Thus determinaing a human is now the Raccoon Police or the Zombies >:D
I already suggested to center screen.
And for determination the junkyard ai at several places works better because even if you center the screen on the beacon the player might just leave his comp to piss others off.
Also in most cases he won't even be able to select units to move to the beacon because of the center screen.
For reliable detections you should always use automated systems rather than systems that depend on user input.