Staredit Network > Forums > SC1 Map Showcase > Topic: Master Mind v1.2 (Anti-Hack)
Master Mind v1.2 (Anti-Hack)
Aug 16 2009, 7:24 am
By: crossproduct  

Aug 16 2009, 7:24 am crossproduct Post #1



This is my first time on SEN, so sorry in advance if I mess up and have to edit this post several times.

Here is a map I made! First, select difficulty, then the computer will generate a random sequence of 4 zerg units (no peeking!). Up to 6 people can work together to guess the code. To guess, simply build units from the hatcheries at the top of the map. If you make a mistake, just build a defiler and it will clear the units you built so far on that turn (thus, the code will never include a defiler). After each guess, the game will tell you how many units from your guess are in the code (will show a marine for each one) and how many are in the right position (will show a firebat for each one). You have a total of 12 guesses to get the right sequence! Good luck!

Novice = code may contain drones, zerglings, overlords, or hydrae
Intermediate = code may contain any of the above, or mutas or scourges
Expert = code may contain any of the above, or queens or ultralisks

Special thanks to ws-Tank_7 for telling me about ScmDraft2 & SEN, helping me fix some bugs, and putting in the antihack.

Attachments:
MasterMind12AHL.scm
Hits: 20 Size: 24.87kb



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Aug 17 2009, 1:03 am darksnow Post #2



WAHHHH ITS MASTERMIND, I REMEMBER THIS GAME FROM SO LONG AGO



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Aug 17 2009, 1:39 am Tank_7 Post #3



Yes the glory of no hacking shall spread throught maps!
I can share it with others, just PM me.

In this map its particularly critical because you can see the code with map hack.



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Aug 17 2009, 2:15 am crossproduct Post #4



Yeah. I thought about throwing in an Arbiter to cloak the units, but then I remembered maphacks can also see cloaked units >_<



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Aug 17 2009, 2:32 am poison_us Post #5

Back* from the grave

You know, you could put something like cantina right under it. Much nastier antihack than your system, I'm sure. ^^

For revealing the code, just move the code to a spot in the middle or something, away from the cantina :P




Aug 17 2009, 3:07 am crossproduct Post #6



poison_us ... I'm not sure what you mean, lol... Although maybe I could do something like put ccs over them to block the view. Though, I'm not sure if that would work to cover air units.



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Aug 17 2009, 3:07 pm Tank_7 Post #7



Quote from poison_us
You know, you could put something like cantina right under it. Much nastier antihack than your system, I'm sure. ^^

For revealing the code, just move the code to a spot in the middle or something, away from the cantina :P

Dude, current maphacks do not crash to Cantina sprites and such. Only normal Starcraft without hacks crashes to that these days.
The only way is to drop the player with an EUD. That is what I'm doing in this map, and in StarQuest.

I recommend you download the current Oblivion and try it in order to better understand hacking and how to fight it.
I tried it and found out that melee+obs maps like [AH 2.0] Python even don't prevent a smart Oblivion user.



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Aug 17 2009, 6:02 pm DevliN Post #8

OVERWATCH STATUS GO

Quote from Tank_7
Quote from poison_us
You know, you could put something like cantina right under it. Much nastier antihack than your system, I'm sure. ^^

For revealing the code, just move the code to a spot in the middle or something, away from the cantina :P

Dude, current maphacks do not crash to Cantina sprites and such. Only normal Starcraft without hacks crashes to that these days.
The only way is to drop the player with an EUD. That is what I'm doing in this map, and in StarQuest.
If a map hack reveals the whole map, and Starcraft crashes when you look at those units, then how is that not effective since you'd only be able to see the "code" by looking at the units?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Aug 17 2009, 6:10 pm Demented Shaman Post #9



I thought Zynastor has taken steps to make Oblivion EUD-proof.



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Aug 17 2009, 6:12 pm Biophysicist Post #10



Quote
If a map hack reveals the whole map, and Starcraft crashes when you look at those units, then how is that not effective since you'd only be able to see the "code" by looking at the units?
Because they don't crash Oblivion users, sadly.

Quote
I thought Zynastor has taken steps to make Oblivion EUD-proof.
I'm pretty sure that's impossible.



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Aug 17 2009, 6:17 pm Demented Shaman Post #11



Quote from name:TassadarZeratul
Quote
[quote]I thought Zynastor has taken steps to make Oblivion EUD-proof.
I'm pretty sure that's impossible.
http://www.staredit.net/topic/5360/4/

I think the basic idea is that the maphack can be made so that it doesn't always use the same memory location.



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Aug 17 2009, 6:20 pm Morphling Post #12



He probably detects memory that changes inside stacraft when you load the hack instead of the hack itself.



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Aug 17 2009, 6:26 pm Demented Shaman Post #13



Quote from Morphling
He probably detects memory that changes inside stacraft when you load the hack instead of the hack itself.
I still think the hack can make it appear as if nothing has changed.

Quote from zynastor
Quote from Falkoner
Zynastor, recently it was shown that EUDs can reach any section of SC memory, and I'm betting you've made at least 100 changes inside of SCs memory, which can be detected via EUDs.

Of course I know these EUDs can reach any section of SC's memory and it doesn't matter how much patches I make because I have created something ages ago that handles everything I need with my patches including saving the old bytes so I am able to connect to b.net with my hack loaded by removing all patches or return the correct bytes for warden if it has detected one of my patches. I also use something similar to what I have done with warden for the EUDs so it doesn't matter if you make some triggers that detect every single patch in my hack, none will work and once I have gone through and hooked the necessary functions then this method will become completely useless.

So like I said before, there is no way around my fix with this EUD method unless you use another trigger that calls a different function where my code has not hooked and it wont take to long before I have them all covered.




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Aug 17 2009, 6:30 pm Biophysicist Post #14



Even if Zynafuck does that, there's nothing stopping you from killing all of the hacker's units. :P



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Aug 18 2009, 2:40 am Zhuinden Post #15



There was an Anti-EUD War during the 1.15.2. I'm sure it is possible, but they are lazy to remake their anti-EUDs. The only hack with an anti-EUD function is EpicSauce. But hardly anyone uses EpicSauce by itself.



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Aug 18 2009, 5:45 am UnholyUrine Post #16



I was wondering if a Disabled Starport would crash ppl?



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Aug 18 2009, 5:27 pm Tank_7 Post #17



@DevliN: Oblivion doesn't crash to sprites such as Cantinas. Starcraft Does. Oblivion Dont. The End.

@Jereziah: My AH has dropped many people (unfrotunately some MAC users) and myself in tests with friends, so I'm fairly confident that the current Oblivion is not EUD resistant. However, I am making no statement about the possibility/impossibility of a future version being immune to EUD anti hack.

I'm going to start a thread dedicated to Anti Hack since I have caused this thread to be hijacked from it's original topic.
Edit: Here it is http://www.staredit.net/topic/8311/


About Master Mind, the map is essentially flawless. My only suggestion to crossproduct is that he add harder difficulties which would include 10 units, and maybe 12 unit possibilities. Ofcourse, he has taken the current hatchery interface to it's maximum so it would be ugly with another building or something.

Post has been edited 1 time(s), last time on Aug 18 2009, 5:59 pm by Tank_7.



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Aug 18 2009, 5:49 pm crossproduct Post #18



Quote from Tank_7
About Master Mind, the map is essentially flawless. My only suggestion to crossproduct is that he add harder difficulties which would include 10 units, and maybe 12 unit possibilities. Ofcourse, he has taken the current hatchery interface to it's maximum so it would be ugly with another building or something.

I would probably do something where you kill a unit, like you suggested earlier. I like the MC idea you had also, but there's no real reason why I should make this a *.scx instead of *.scm



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Aug 18 2009, 6:19 pm Tank_7 Post #19



Well, killing units with a ghost does work pretty well for selecting 1 of many, as long as the map uses hyper triggers.



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Aug 19 2009, 2:52 am crossproduct Post #20



You know... Something else occurred to me. Adding many more possibilities won't make the game that much harder. All that would happen is you take a turn or two and eliminate 4-8 of the possibilities. Also, luck would be a greater factor. If I want to make the game harder, I should make the code 5 or 6 digits long. This would add difficulty without increasing the luck factor. As far as making the map, it means two things: First, I can keep the current hatchery interface. Second, the map would require a much bigger overhaul than it would if I just added possibilities.

EDIT: Better yet... I think I ought to add digits AND possibilities.

Post has been edited 1 time(s), last time on Aug 19 2009, 2:57 am by crossproduct.



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