I've used EUD's that people have located having a hack injected, then searching for it and inputting this into the DC's.
IE; Say someone is MH'ing, how would you find the exact EUD condition for that?
I know this is probably asked in another topic, but I couldn't find an exact match to my request.
So.. what program searches the memory location/what kind of knowledge will I need to find the exact one?
Thanks
None.
I personally prefer to use Cheat Engine to search the memory, so there's your program, I think to detect the map hack, you basically scan all variables, and then scan for ones with any changes after the hack is loaded, and many of the changed ones will be from the hack, although many will also just be normal.
None.
What exactly would cause the "normal" changes if nothing save loading a hack has changed?
Does elapsed time or something count?
None.
Yeah, elapsed time, units fidgeting would cause changes, there's all sorts of things.
None.
Okay, thanks. I'll give it a try
*** EDIT ***
Okay, I was looking at the memory of the game, and each time I tried to copy all the memories to check on the next test if they changed, I could not because they kept changing.
Is there a way to say.. freeze it so I can have time to check if something has changed?
What's the easiest way to do this?
Post has been edited 1 time(s), last time on Apr 25 2009, 2:25 am by Oo.DaMeiN.oO.
None.
well, for one, you can treat it exactly like a game you would use a cheat engine in. Toggle something, and see if it changes predictable values. Typically 0 is off, 1 is on. I don't care enough to bother, since cheaters suck and ruin the game anyway.
It'd be awesome if you could find a location in memory which zyn CAN'T change. Unless you're into assembly, there's little you can do to "pause" a process.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Hmm, that made no sense to me
;
Fairly new to the EUD's
None.
Zyn can't change a lot of things. He can only change things client side and he can only send things into client side functions. In retrospect, he is very limited.
Hmmm, no further clarification?
Eh, guess I'll just see if I can grunt out all the locations.
None.
Can't you detect the onscreen text display of a hack? E.g "Map Hack On" detect that phrase with EUDs? I've heard rumors of this but have not tested.
None.
Yeah, they can do that.
*** EDIT ***
Okay, I have found the Address thats being changed by the MH, but I can't seem to figure out what to do from there
So say I have a address of 098F7710, what do I do with that? Thanks.
*** EDIT ***
I have converted the address via EUDTrig, and now I need to know how to input that via SCMDraft 2
What player to use, what UnitID?
Post has been edited 3 time(s), last time on Apr 26 2009, 1:10 am by Oo.DaMeiN.oO.
None.
You can detect any of these:
Collapsable Box
Hotkeys
- In-game
F5 Toggle lag defender on/off. (Removes lag box screen)
F8 Add/Remove unit for auto queue.
Ctrl + F8 Remove all units for auto queue.
F9 Toggle global auto queue on/off.
Ctrl + F9 Toggle subunit auto queue on/off.
F12 Toggle five-state stat hack forwards.
Ctrl + F12 Toggle five-state stat hack backwards.
~ / Alt Select all units of the same type that are currently selected. (Excludes workers)
Ctrl + ~ / Alt Same as above but is used for workers and loaded transports/overlords.
Delete Toggle in-game message log.
Ctrl + Delete Change page for message log.
Pause Pause/Resume game.
Insert Toggle three-state maphack forwards.
Ctrl + Insert Toggle three-state maphack backwards.
Commands
- In-Game
/mh [num] Set maphack state. (1=off, 2=lite, 3=full)
/tclicks Toggle maphack target clicks on/off. (Default off)
/sh Toggle selection hack on/off.
/kill Kill selected workers.
/rr Restore rally points to default.
/automine Toggle worker auto mine on/off.
/nukealert Toggle nuclear missile alert on/off.
/autounally Toggle auto unally on/off. (Default off)
/list Show a list of players in the game with player id and race.
/m Display how much workers each player has mining minerals.
- Lobby
/mh [num] Set maphack state. (1=off, 2=lite, 3=full)
/tclicks Toggle maphack target clicks on/off. (Default off)
/sh Toggle selection hack on/off.
/automine Toggle worker auto mine on/off.
/nukealert Toggle nuclear missile alert on/off.
/autounally Toggle auto unally on/off. (Default off)
/list Show a list of players in lobby with slot id and ip.
/swap [id] [id] Swap one player with another. (Must be game host)
- Channel
/spoof [name] Spoof a custom name. (Supports color)
/spoof [num] Spoof a saved name from list. (1 to 5)
/sn [num] Save spoof name to list. (1 to 5)
/dn [num] Delete spoof name from list. (1 to 5)
/ln List saved spoof names.
/rn Restore current spoof name to original name.
/cn Display current spoof name.
/ar Toggle auto respoof on/off. (Default on
Is that address constant between maps, or is it variable? If it is variable, EUDs won't work.
If it's not, 098F7710 is the location you're trying to read. 098F7710 = P*4 + UID*48 + Death table start. 0058a364 is the death table start, P and UID are numbers you can come up with.
936d3ac = P*4 + UID*48
UID=0
P=38647019
Now, this will read a 4 byte value, and you're trying to read probably the first byte. If there are other numbers past 098f7710, like in 98f7711-98f7713, you'll have to account for them.
Post has been edited 1 time(s), last time on Apr 26 2009, 1:13 am by Zachary Taylor.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Yeah, I have detected the toggling of the MH, just need to know how to convert that to put into the map
*** EDIT ***
Okay, I have somewhat understood you.
This is the exact thing I get when I convert it in EUDTrig ( And yes, its constant in all maps )
Player Number: 38647019
Unit ID: 0
So with that being said, what do I input into SCMDraft? I know the 38647019 goes into the # of deaths.
Also, how do you find out when the value has been changed?
I mean, I can find the address at 0, 1 and 2. What's going to stop the trigger running if its at 0 instead of 1 when I want it to?
Post has been edited 2 time(s), last time on Apr 26 2009, 1:23 am by Oo.DaMeiN.oO.
None.
Lol, no.
Player 38647019 has suffered exactly 1 deaths of UID:0 (terran marine)
The number you are reading is the number of deaths. The player number and the unit is the address of the number you are reading. You'll need to save the triggers in EUDTrig or use starforge to import the extended player, since scmdraft can't handle extended players.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I was under the impression SCMDraft did allow it now in the new release? It says it does.
None.
If you can type in 38647019 in the player spot, then yes. If you can't, then no.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
OK, I read ALL of that, but I didn't understand most of it.
Can you tell me what the End trigger was?
Lets just say that we just want the map to Display "There is a hacker" or something to all players, if the condition is true.
What would the conditions be written out as?
None.
the most you can do is desync.
Player 38647019 has suffered exactly 1 deaths of UID:0 (terran marine)
is the condition. The action can be anything server side, like set deaths, or whatever. Nothing client side, although you could annoy the fuck out of them with some spam texts, music wavs, and random leaderboards.
The way EUDs work is by reading memory at a certain address. If the condition is not false, the actions run. However, it's quite possible that one player can have the condition be true, but another it's false. When that happens the trigger ONLY runs for the true player. That's what makes it possible to desync. When two players don't have similar programs running, starcraft drops them instantly. If the trigger that ran for only one player set deaths of terran marine to some number, it would only set deaths for that player's copy of starcraft, and he would drop.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
So, Basically, This would cause a Desync?
Set Deaths for Player 38647019: Add 3 deaths of UID:0
And the Current player that the trigger is for the player to be De-synched?
Post has been edited 1 time(s), last time on Apr 26 2009, 8:15 am by Pyro682.
None.
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
Only actions cause a desynch. The condition you quoted is for detecting the hacker.
However actions like display text, move screen and the like are not shared with other players, so starcraft doesn't detect a data discrepancy and nothing happens. You'll have to do an action like set dc, create unit and the like which is critical for the consistent running of the map, thus shared with other players.
So the hacker owns a unit the other's don't and will get dropped.
Only the greatest group with matching memory will be able to continue to play.