SDE, BWAPI owner, hacker.
Maps, you're going to give up? Just take a look at the conditions here:
Extended player(no memory bounds):
Accumulate(Player, Comparison, QNumber, ResType)
Opponents(Player, Comparison, QNumber)
Score(Player, Comparison, Score, QNumber)
Extended Unit (0x2FFFD0 length limit):
Command the Most(TUnit)
Most Kills(TUnit)
Command the Least(TUnit)
Least Kills(TUnit)
Both:
Command(Player, Comparison, TUnit, QNumber)
Kill(Player, Comparison, TUnit, QNumber)
Deaths(Player, Comparison, TUnit, QNumber)
There are many direct and indirect ways of detecting the hack.
- Text detection is the one way that can't be faked, unless the hack has its own local text buffer or doesn't write to the text array in memory. If neither of these are done within the hack, infinite cases are possible.
- Detecting call patches and load position in memory with all the ext player conditions. (easy fix for nano, minimum number of callPatch cases unless he has the correct values for all his call patches stored somewhere)
- If this has a map hack, read the drawing buffer(on-screen pixels).
- If there is any memory directly or indirectly modified within your 0x2FFFD0 unit condition limit(including text messages), use that.
Opponents, Command the Most/Least, and Most/Least Kills may create some fun headaches if used properly.