| 11-07-2003, 11:13 PM | #1 |
In a game where being able to target or clicking on ur opponents units first is crucial map hack is a real problem. I was wondering if anyone have any good ideas on how to make a trigger that counters map hack. I been working on it myself: Events: Unit issues order targeting an object Condition: Target unit is (fogged or masked) to player X Action: boot player watever I dont know if this would work. |
| 11-07-2003, 11:26 PM | #2 |
its a good idea... i guess it will work. but use "display text: (name of triggering player)) + is using a map hack and will be droped from the game". then kill all units of that player to force him to leave (0 buildings = defeat) i was wondering that too...but ... if that is so easy....why blizzard does not use it? |
| 11-07-2003, 11:29 PM | #3 |
Correct me if I'm wrong, but I'm not sure that's how maphacks work. That gives the player client side knowledge, but the game might not realize the fog of war hasn't been lifted -- meaning that maphack essentially tells the game, "Ok, I see everything, and everything's revealed." Even if you're right, and it does treat the units under a fog of war, how likely is it that your average Zerg rusher clicks on their foe? Simply being able to spy on them is information enough. |
| 11-07-2003, 11:53 PM | #4 |
Basically, there's a value in one of the game files, and when maphack is enabled, it changes the initial value from "0" to "1". 1 means the fog becomes completely transparent, but not exactly "lifts" it. As far as the maphack goes, it does not completely lift the fog. I know for a fact that when using the maphack, if you try to build a building in a place that you can't see yet (where the fog normall was) then it would say "Must explore there first". The only difference is that it becomes completely transparent and you can click units within the fog. Nothing else is different. Therefore, I don't think your trigger would work. Besides, a smart player wouldn't click buildings so easily like that. I'm not sure how you would create a trigger like this. Don't ask me, I don't know anything. :ggani: |
| 11-08-2003, 12:30 AM | #5 |
no no look. we are talking about the event! "A UNIT IS SELECTED" (this 1 will work (i guess)) well if the map hack "gives the player client side knowledge" its better. because the player will ativate the trigger "unit selected" and the condition will be true "unit is masked or froged" because the map hacker can see and select the unit, but the frog of war stills there even if the hacker cant see it. |
| 11-08-2003, 01:17 AM | #6 |
My point still is: How often are they really going to be clicking? Asides from attack moving a cluster of hastily assembled footmen into their base, I doubt they'll click on the building. That said, I don't know if it won't work; I seldom play standard melee and I'm not a maphacker. It sounds like it would - but you'd need a maphacker to test it. |
| 11-08-2003, 01:31 AM | #7 |
i sort of agree with Biflspud about the clicking thing. when ever i attack a person i mainly press a than click in the mid of there base if i know wher they are. your trigger might work for the first time playing but than they just going to move out of the range of whut the trigger can do making it incredible hard to stop them. besides, revile hacks are made so the player knows whut evryone is doing so he can easly counter them. PS: Inquisitor you said frog of war instead of fog. lol to me thats just funny. frogs fighting aginst each other... |
| 11-08-2003, 03:14 AM | #8 |
craps.... i said "frog" emote_sweat errrr-- but taking the point again, i guess the map hacker will click over enemy heros to see what items he got or levels i guess it may work the idea, i do not agree using map hacks, but u can try it in single player to avoid the ban form battle.net |
| 11-08-2003, 03:24 AM | #9 |
Make it so that it boots them if they can't see the player but can still click on them. Maphacks let you see. Maphacks don't actually tell the game "Oh, the fog has been lifted and he can now click on him and kill him". To the game, the fog is still there. |
| 11-08-2003, 03:46 AM | #10 |
thats what i said.... i wrote "no no look. we are talking about the event! "A UNIT IS SELECTED" (this 1 will work (i guess)) well if the map hack "gives the player client side knowledge" its better. because the player will ativate the trigger "unit selected" and the condition will be true "unit is masked or froged" because the map hacker can see and select the unit, but the frog of war stills there even if the hacker cant see it." but this is only a supposition, any 1 wanna try it in real??.... |
| 11-08-2003, 05:13 AM | #11 |
Cool thx for the reply, this is wat happens in the map, so you can get an idea. Its a custom map where eveyone can play 1 range attacking hero. 1 attack will kill you thats why clicking first is important. I don't map hack myself so im not sure if it works but ill test it with someone soon maybe. Though your right that good map hackers can probaly still evade this by just using the knowledge of where evything is and get in range to kill them, its better than nothing lol. Also theres spells like blizzard, hackers can cast beyond their range of vision. I havent a clue to created triggers against things like that yet. :\ |
| 11-08-2003, 05:33 AM | #12 |
There's two things I see you'd need to do, first check everytime someone selects a unit, check if they have any units nearby that would be able to see that unit they have selected, if they don't then check for allies nearby who might be able to, if they don't then check an array of points keeping track of spells like farsight and reveal being cast recently(as well as goblin lab reveals) if none of them have been cast recently in that area by you or your allies then technically you shouldn't be able to see that unit and are valid for booting, repeat the process for ordering to an object (if object is not a building, since even with fog of war you can see enemy buildings) and I think that would be all, it's not actually that difficult to do now that I think about it....how strange it's never been done before...although it wouldn't eliminate hacking it would constrain the battle techniques of maphackers by restricting them from casting spells before they even encounter enemies. I assume maphackers(since I've never hacked) will cast spells such as slow and such on an enemy army while they are far away and quickly move knight up as a shield once they've targeted every unit they wanted to... PS: you'll need a point array, a player array and a timer array and an ability array. Just check timers that are above 0.00 then check their player and see if that player is an ally of or the player that is the player who issued the command and then check if the magnitude of revealed area by checking the ability array centred at the point would include the unit. |
| 11-08-2003, 05:58 AM | #13 |
I am working on a snipers map, and i was wondering the same thing. I was thinking about, since the whole map IS revealed, and they see stuff, then why not a trigger that checks to see if 4 things are visible. Like, in each corner of the map put a 2 ground raise-up and a ward on top called "Hack Ward" and if all 4 of those are in vision at once, then the person who has that vision is called a map hacker in plain game view and booted. But there could be some bugs, like if a bunch of queers think its funny to FS all 4 corners at once it could screw up a game, but then again they deserve it. Is that even possible? I haven't screwed with any triggers yet |
| 11-08-2003, 07:48 AM | #14 |
Ok, I haven't tested this with a maphack but I think it'll work, I borrowed x(Lunchbox)x's much better concept of selection and basically unless you CAN see the unit it won't be able to select them. Add in defeat triggers and accomadate it for all players etc..and I think it might work, just warn people not to reveal a corner of the map where you put them. Even if it doesn't work, it doesn't hurt to start adding it to maps. |
| 11-08-2003, 02:19 PM | #15 |
I seem to remember a way to avoid map hacking in starcraft UMS's was to have an area as outlined below: On a lower level have a friendly tower and on an upper level have a enemy tower which the friendly tower cannot see because of it being on a level below. When the enemy tower is attacked (it has no attack itself) the player owning the friendly tower is booted. Any units entering the area is instantly moved outside the area again. This obviously doesn't work with abilities that show an area. |
