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Map hack detecting triggers (advanced issue, need vex opinion)

03-04-2006, 08:31 PM#1
Guest
I have been trying very hard to create a set of triggers that has the ability to detect if someone is maphacking. You may initially think that it is impossible, since all the maphack does is remove the fog mask on the user's screen, and things in the game should still behave the same as if the fog was there, but there are a few select things I've discovered that have made me think otherwise.

My first trial involved putting two units next to each other with low sight radius, with the hopes that one would attack the other if the fog was revealed, which obviously never worked, as the game acted as if the fog was still there, and they only attacked each other if the "iseedeadpeople" cheat was used, or another unit walked up to "reveal" them. So using unit acquisition is out of the question.

I realized this would turn out to be a lot more difficult than I had imagined, because the game engine seems to be oblivious to map hack removed fog, and how am I supposed to detect that. However, I discovered a couple things that have proved to be otherwise.

1: Items. You can select and right-click items that are under map hack removed fog.

2: Doodads. If a doodad is removed or destroyed, your client will continue to display that doodad under the fog until a unit reveals that it has been removed/destroyed/state-changed. However, the instant you turn on a map hack, your client sees that the doodad is removed/destroyed/state-changed, and even if you turn the maphack back off, your client still displays the updated doodad. Example: A tree is chopped down under fog. The client still displays the tree there. Turn map hack on, and right back off. The tree is gone. Before the maphack was turned on, the user could right click it with a peon and the peon would walk over to it with a harvest command. After turning the map hack on, there is no longer a tree there that you can right click or order a harvest command to, EVEN if the map hack is turned off again, which proves that the game engine now "knows" it was gone thanks to the hack. And, voila, we have another case where the map hack can actually affect something at the client level.

So those are two cases I have found where a map hack actually affects things deeper than just the visual layer. I feel like I'm SO close to figuring out how to utilize one of these exceptions to be able to detect if a user was map hacking. I've been ripping my hair out trying to figure it out...

Has anyone discovered any other cases like these? Any idea how we could use one to create an anti-map hack trigger that locks hackers in cinematic mode or something?
03-04-2006, 09:59 PM#2
Jacek
You can't detect maphack. Its external thing.
03-04-2006, 10:30 PM#3
Guest
Quote:
Originally Posted by Jacek
You can't detect maphack. Its external thing.

Not entirely...as seen by what I mentioned above. It can affect things at the client level.
03-04-2006, 10:47 PM#4
shadow1500
Okay, test if this works:
1.Place a tree somewhere where no one can see it
2.Destroy that tree at the beginning of the map
3.Order a dummy peasant to go attack that tree, if he doesnt go to the tree, then the user is using maphack
03-05-2006, 04:43 AM#5
Azazel_
From my experience in Aftermath, having a bad model works just fine, but fubars replays that turn off fog of war, or when players gain vision of the area during the game via any means.
03-08-2006, 05:56 AM#6
Guest
Quote:
Originally Posted by Azazel_
From my experience in Aftermath, having a bad model works just fine, but fubars replays that turn off fog of war, or when players gain vision of the area during the game via any means.

Could you please elaborate? I loaded up your map and nothing seemed to happen with full vision.
03-08-2006, 06:37 AM#7
Azazel_
It was available in Aftermath 1.1b and earlier versions. It was not an intentional effect, users reported it as a 'bug', and I have 'fixed' it ever since.
03-08-2006, 07:22 AM#8
Guest
So how exactly is it done?
03-08-2006, 07:28 AM#9
Guest
v. 1.1b still doesnt seem to do it...
03-09-2006, 12:01 AM#10
Vuen
Something you may find of interest is that if you create a tree via triggers (CreateDestructible I think) under the fog, it will show up through the fog to people who have that area fogged, even if it is removed or killed (and even revived again) via triggers. However, if you create a dead tree (via CreateDeadDestructibleBJ I think) under the fog, it will show up as a stump (or not at all, I can't remember) until that area is explored (or, I assume, maphacked) even if it is removed or revived (and even killed again) via triggers.

Anyway, good luck.
06-28-2007, 07:33 AM#11
Skurai
So in other words, the maphack doesnt work, i tried the boolean triggers as well, u cant detect it unfortunately
06-28-2007, 07:56 AM#12
Earth-Fury
03-08-2006, 08:01 PM
Today, 03:33 AM

hmmmmm.... lets see, was 2006 recently? not really?

YOU ARE NOT A NECROMANCER, SO STOP TRYING TO BRING THREADS BACK TO LIFE

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06-28-2007, 08:29 AM#13
PipeDream
Thanks for finding the rules quote for me
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