| 06-11-2006, 02:49 AM | #1 |
Is it possible to disable the ability to save games for a period of time on the map? For rpg wise during boss fights, like not allow you to save your game during that battle, but able to before or after. Also is it possible to change the cheat codes? |
| 06-11-2006, 02:52 AM | #2 |
nope and nope. |
| 06-11-2006, 02:54 AM | #3 |
I looked real quick and didn't see anything. So I'd say no. Edit: Wow, Vex is fast |
| 06-11-2006, 07:16 AM | #4 |
I just don't want people cheating through my campaign. |
| 06-11-2006, 08:43 AM | #5 |
There are some ways to detect cheating. I think there is a tutorial on it. For disabling saving, just make it display a message when they save 'You will not be able to load this save game', and then when they load it, have it defeat them. |
| 06-11-2006, 10:52 AM | #6 |
To disable cheats, im sure you can just import Cheats.j into your map again, and have nothing in the file, so its just blank. I really dont know if the Cheats.j is just the debug message for "Cheat Enabled!" and "Cheat Disabled", but the last time i read over it, it had the cheats in it |
| 06-11-2006, 11:55 AM | #7 |
The Cheats.j hasn't worked since the 1.15 patch or something. |
| 06-11-2006, 12:04 PM | #8 |
There did use to be a way to stop cheats from working, i don't know if it still exists though. |
| 06-11-2006, 01:17 PM | #9 |
To detect iseedeadpeople: check if a certain point (which the player can never see) is visible with IsCoordsVisible (i belive thats the function) every few seconds. To detect whosyourdaddy: have 1 tower do 20 damage to a unit with 100 HP and 100 life regen for the player. they should be close to eachover and attack every 1 sec or so, register a death event for the unit that should be damaged. To detect greedisgood/gold cheat/lumber cheat: Have a varaible store the amount of gold/lumber the player should have. Update that variable when gold/lumber should change (i.e bounty from creep death, selling/buying items). Then check every few seconds if one of the variables does not match the actual gold/lumber the player has. |
| 06-11-2006, 02:03 PM | #10 |
Uhm.. Why not check if the player Chat Input == Whosyourdaddy? |
| 06-11-2006, 02:03 PM | #11 | |
Quote:
1. Works 2. doesn't work 3.not easy. what I have noticed is that when you enter a cheat your screen character says Worldedit: Cheat Enabled! If my hunch is correct then when a person enters that text via a cheat then have a trigger run like this. Trigger: ![]() Event:
![]() Player - Player 1 (variable) types cheat enabled! as an exact match
![]() Condition: N/A
![]() Action: End game in defeat for the player.Also you shouldn't worry about saving. A person would be an idiot to save during a boss fight because they will die when they load. |
| 06-11-2006, 02:28 PM | #12 | |
Quote:
The game doesn't process the string as 'whosyourdaddy', or whatever cheat you used. In fact I don't think it processes anything. It appears as chat but it's impossible to check with a trigger last I tried - admittedly that was awhile ago. |
| 06-11-2006, 02:46 PM | #13 | |
Quote:
Your hunch is not correct, the event Player 1 Types (etc etc) runs when the enter key is pressed, and has a conditional check of the imput'ed string the event has. The "Cheat Enabled!" like all other text, it just a floating text. Blizzard can easily recreate the chat system, all they have to do is add a message. They made it, so its simple for them to understand. |
| 06-11-2006, 03:39 PM | #14 | |
Quote:
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| 06-11-2006, 04:28 PM | #15 |
That is pretty weird claim. It has none of the characteristics of floating text, and it isn't. But, you should also test before guessing stuff Tim ^_^. Cheat messages can't be picked up through player chat events, they are detected by the game before that, and bypass that completely. |
