Map Hack EUD's
Jun 21 2008, 3:41 am
By: Brontobyte  

Jun 21 2008, 3:41 am Brontobyte Post #1



In this collapse box are the Extended Unit Death triggers that detect when a user toggles with there map hack state. This means that you can enter a game with these EUD's and not loose, by either means of defeat or by disconnecting. These EUD triggers should be used in conjunction with a disabled unit that will crash a player if they view the unit and have vision. (map hack at any state)

EUD Triggers


How To Do It:
-First download both of the editors with the links provided below.
-Second open up the map you wish to add these trigger to and open up the text editor
-Next copy and paste the text provided in the collapse box above.
-Next click the check box button in the text editor.
-Now save the map.
-Then open up your StarForge folder ~"C:\Program Files\Star Forge\Data"
-Next open up the "Conditions" file by right clicking on it and modify it with a text editor. (Notepad++)
-Then modify the Deaths Condition triggers so that you can input a number instead of a units name. (Text underneath links)
-Now save the text file and open up StarForge.
-Then open up the triggers and go to the EUD triggers section
-Replace the "0" 's with the number that follows the UnitID:"xxxxx" (the "x"'s only)
-Now once all of the conditions are replaced save the map and ENJOY! :D

Downloads:

Scmdraft 2
StarForge

Text:

This is what it should look like when you open it. ~Line 76-78
Quote
Condition Deaths(Player Player, Comparison Comparison, Number Number, Unit Unit)
{
Condition(0, Player, Number, Unit, Comparison, 15, 0, 0);

This is what you need it to look like for it to work properly.
Quote
Condition Deaths(Player Player, Comparison Comparison, Number Number, Number Unit)
{
Condition(0, Player, Number, Unit, Comparison, 15, 0, 0);

Please note:
Quote
Condition Deaths(Player Player, Comparison Comparison, Number Number, Number Unit)
{
Condition(0, Player, Number, Unit, Comparison, 15, 0, 0);

The bold underlined text is what you need to have. It went from "Unit Unit)" to "Number Unit)


NOTE: These EUD triggers ONLY work for WINDOWS COMPUTERS and StarCraft patch 1.15.2

Post has been edited 4 time(s), last time on Jun 21 2008, 10:52 pm by Brontobyte. Reason: Fixed a quotation error. :p



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Jun 21 2008, 4:23 am A_of-s_t Post #2

aka idmontie

Can you explain how they actually check a map hack? Do map hacks register at these addresses or what?



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Jun 21 2008, 4:50 am Falkoner Post #3



They have to inject data into the memory, and I know that using hacks will often mess up EUDs intended for non-hacking SC games, so it must change something in there. But it seems to me that depending on the hack different data may be injected.. Although he may have simply detected to see if data was in the wrong place, rather than detect the new data.



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Jun 21 2008, 5:09 am Brontobyte Post #4



Quote from Falkoner
They have to inject data into the memory, and I know that using hacks will often mess up EUDs intended for non-hacking SC games, so it must change something in there. But it seems to me that depending on the hack different data may be injected.. Although he may have simply detected to see if data was in the wrong place, rather than detect the new data.

Actually Falkoner the EUD's do not detect "map hack" or any type of "file" that was injected. All it does it detect the Fow, or Fog Of War. It detects when it is removed or set in different states. :D



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Jun 21 2008, 5:17 am Falkoner Post #5



Ah :) I guess that's smart, although my way might also get rid of stat hacks :P



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Jun 21 2008, 5:33 am Brontobyte Post #6



Quote from Falkoner
Ah :) I guess that's smart, although my way might also get rid of stat hacks :P

Well, if you feel like searching and testing it so that it works, I might put them into my new Phantom Hackes map... <_< >_>



None.

Jun 21 2008, 1:55 pm Tera Post #7



WOW!!! This is epic! I wonder who actually took the time to figure out each and everyone of these triggers and there address. They must be really good at making maps, or programming, or something. Thanks a lot Brontobyte. I hope a lot of people place these in there UMS Melee Style maps. You should also note that they only work for StarCraft PAtch 1.15.2 and for Windows Computers Only. Great idea. This should be pinned.



Post has been edited 5 time(s), last time on Aug 31 2008, 11:40 pm by Tera.



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Jun 21 2008, 2:00 pm Brontobyte Post #8



Quote from name:Extreme
I wonder who actually took the time to figure out each and everyone of these triggers and there address.

Hmm, I wonder why you don't think that I spent the time looking for these addresses and there values... <_< Anyways, I didn't create these, look for them, or for that matter, do anything but copy and paste these from another map. I think it was one of the Oblivian Hack creators, ~Zynestor who must have spent the time searching for these. Sort of ironic but who cares, we have them right. :D



None.

Jun 21 2008, 3:10 pm Tera Post #9



StarForge keeps giving me an error about the trigger conditions that I modified. I'm almost 100% sure that I did it correctly, but I guess not...


Post has been edited 5 time(s), last time on Aug 31 2008, 11:40 pm by Tera.



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Jun 21 2008, 3:13 pm Brontobyte Post #10



Well, you didn't post your text file so I can't really help you. If you copy and pasted the text in the first post, I can't really see any errors, besides a missing enter, or an extra character somewhere. If these don't work, try posting your conditions file.



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Jun 21 2008, 3:14 pm Tera Post #11



Ok, I fixed it. Turns out it was a missing enter, can't believe I didn't see it, after the last line of conditions text. Thanks!



Post has been edited 5 time(s), last time on Aug 31 2008, 11:40 pm by Tera.



None.

Jun 21 2008, 3:19 pm Clokr_ Post #12



Quote from Falkoner
They have to inject data into the memory, and I know that using hacks will often mess up EUDs intended for non-hacking SC games, so it must change something in there. But it seems to me that depending on the hack different data may be injected.. Although he may have simply detected to see if data was in the wrong place, rather than detect the new data.

Hmm, they cannot inject data inbetween already allocated / static memory.



?????

Jun 21 2008, 3:23 pm Brontobyte Post #13



Quote from Clokr_
[quote=name:Falkoner]They have to inject data into the memory, and I know that using hacks will often mess up EUDs intended for non-hacking SC games, so it must change something in there.

Yeah, I remember not too long ago playing some defense game with FaRTy and I was hacking. It featured EUD triggers to detect if you click on a unit, and it didn't work for me, because I was hacking, so it must change something.



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Jun 21 2008, 4:56 pm Falkoner Post #14



Quote
Yeah, I remember not too long ago playing some defense game with FaRTy and I was hacking. It featured EUD triggers to detect if you click on a unit, and it didn't work for me, because I was hacking, so it must change something.
Lol, was it that defense? It think we both figured it out on the same map :P



None.

Jun 21 2008, 5:43 pm Viett Post #15



Would you be interested in implementing this into my Phantom map? As of now, my map has both an anti-mineral and anti-auto unally hack. Both types of hacks result in a desync ban by EUD conditions.

Here is my map and the source code (1.01 being most current).

http://aviettran.com/phantom/
Outdated StarEdit File



None.

Jun 21 2008, 7:46 pm Clokr_ Post #16



Quote from Brontobyte
Quote from Clokr_
[quote=name:Falkoner]They have to inject data into the memory, and I know that using hacks will often mess up EUDs intended for non-hacking SC games, so it must change something in there.

Yeah, I remember not too long ago playing some defense game with FaRTy and I was hacking. It featured EUD triggers to detect if you click on a unit, and it didn't work for me, because I was hacking, so it must change something.

Oh yeah, the map data is dynamically allocated, including the units in the map.

EDIT: But I still doubt that hacks need memory allocation at the Starcraft process heap. They usually just modify some values / code instructions.



?????

Jun 21 2008, 8:02 pm O)FaRTy1billion[MM] Post #17

👻 👾 👽 💪

Quote from Falkoner
Quote
Yeah, I remember not too long ago playing some defense game with FaRTy and I was hacking. It featured EUD triggers to detect if you click on a unit, and it didn't work for me, because I was hacking, so it must change something.
Lol, was it that defense? It think we both figured it out on the same map :P
It was the same map.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Jun 21 2008, 9:55 pm Riney Post #18



Quote from Brontobyte
Zynestor who must have spent the time searching for these.

Zynastor is really a nice fella, he keeps harmful hacks from being spread, like this one he made that crashes SC if you click his game in the game list. (It was too many characters long, but if you you typed it out and entered a ton of spaces till you couldnt, it let you right in)



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Jun 21 2008, 10:38 pm Brontobyte Post #19



Quote from Falkoner
Quote
Yeah, I remember not too long ago playing some defense game with FaRTy and I was hacking. It featured EUD triggers to detect if you click on a unit, and it didn't work for me, because I was hacking, so it must change something.
Lol, was it that defense? It think we both figured it out on the same map :P

I think it was called Stakness Defense, or something like that.

Quote from Viett
Would you be interested in implementing this into my Phantom map? As of now, my map has both an anti-mineral and anti-auto unally hack. Both types of hacks result in a desync ban by EUD conditions.

Here is my map and the source code (1.01 being most current).

http://aviettran.com/phantom/
Outdated StarEdit File

I would actually like to use your auto unally detection. How does it work? Its really simple to input these triggers into your map. I will do it for a small fee... :shifty: :lol: Actually, your map is what I based my map off of and trying to create a perfect anti hack game. :D THANKS FOR INSPIRING ME! :)

Quote from name:Dark_Marine
Quote from Brontobyte
Zynestor who must have spent the time searching for these.

Zynastor is really a nice fella, he keeps harmful hacks from being spread, like this one he made that crashes SC if you click his game in the game list. (It was too many characters long, but if you you typed it out and entered a ton of spaces till you couldnt, it let you right in)

That would be the retarded. Why would you want a hack like that? For what reason? That makes absolutely no sense at all. You download and unzip the hack, run starcraft.exe log on to battle.net, load XXX.dll, make a game that people cant join, and if they click on it there game crashes... What would a hacker gain by this, besides some disgruntled people... :???:

Post has been edited 1 time(s), last time on Jun 21 2008, 10:51 pm by Brontobyte.



None.

Jun 22 2008, 2:42 am Viett Post #20



Quote
THANKS FOR INSPIRING ME!

Glad to hear this ;).

The autounally was easy to implement, because I used alliances already as a form of in game option. You can ban spectators by vote by unallying them, or play in Darkness by unallying victory at the start.

Pretty much, if a player unallies another it sets a death countdown timer to 18. If another unallies them before the counter has expired, it results in a ban.

I did not document or advertise this capability mosty because it's flawed: a player must "check" for unally hacks by unallying everyone at the start. Triggered unallies do not trigger the hack. If two players do this within the same game second and a half interval, the second to do so gets banned. This is very uncommon, but I have once had it happen. You can, however, reduce 18 to a lower number. I've found 18 works at extra high latency, and as low as 4 works on LAN UDP (I didn't want to log into bnet with my hacks enabled to test).

Quote
Trigger("All players"){
Conditions:
Deaths("All players", "Cantina", At least, 1);
Deaths("Current Player", "Cantina", Exactly, 0);
Deaths("Foes", "Scanner Sweep", At least, 1);

Actions:
Set Deaths("Current Player", "Disruption Field", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Deaths("Current Player", "Cantina", At least, 1);

Actions:
Set Alliance Status("Foes", Allied Victory);
Set Deaths("Current Player", "Cantina", Subtract, 1);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
Elapsed Time(At most, 62);
Deaths("Foes", "Scanner Sweep", At least, 1);
Switch("Switch7", not set);
Deaths("All players", "Cantina", Exactly, 0);

Actions:
Set Deaths("Current Player", "Cantina", Set To, 18);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Distruption Field deaths are used later in the UED ban. Every alive player has a Scanner Sweep death.



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