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I need a stand-alone system detection

06-28-2006, 02:10 PM#1
Sixcon
Kind of like DoTa's Banlist where it can detect how many players are in the game for my game. And if possible it can detect a heroes death?

See I want to make my game turn into a real-time death. Since there is a save/load code in my game, everytime a hero dies I want it to record in a database that this person's hero dies. If not possible then I would like something like a players banlisting that player manually that the player's hero died.

WhY i want this is becuase my game is going to be fully supported with tournaments. Where players bring their heroes from game to game to score 100 points and the first one to score 100 points would go to my website and retrieve the prize. However theres a catch, if they die they wont be qualified. So its the hardcore people who never dies are the ones that are going to come.

Tell me if this is clear enough
06-28-2006, 02:23 PM#2
PipeDream
You could spend months writing your own natives this. Then you would start your trials and in a few days someone would crack it and that would be that. The only logically possible way to pull this off is to have every important game hosted by someone trusted, just like Blizzard does with melee or closed Diablo 2. /whois will probably be enough identity verification wise. No system, just the sweat and blood of your trusted humans.
06-28-2006, 02:26 PM#3
shadow1500
Dont suggest you do this cause players can easily add a cheat to the map which would add 100 points or w/e to the player.
Just store the number of deaths and then save it to your code, if it died 5 times or w/e u dont load the code or defeat player (not suggested).
06-28-2006, 03:17 PM#4
Sixcon
Well you see the problem is that lets say a player accumilates 90 points. And then dies in one game. Then the next game he can just load his character at 90 points again and complete 100 points from there and then save it and then turn it in to me. Our goal here is NEVER to die, making it almost impossible to reach 100 points perfectly without death which is an elite player. And theres no way a game can detect if a player loaded a character died or not. So the only way we can do this is by a banlist-style system.

But instead of a banlist, it would be a deathlist. Since everytime a player dies he leaves the game (the game will automatically make him leave), a player in-game would type "/banlast" to report the last death so that everytime a new player joins it would say that he/she is dead already. Meaning if he loads his super high level character that is 90+ points and above it wouldnt be a "valid" score since its already in the banlist database that I can check if he submits the score to me, in which he doesnt win.

Also I will put smart precautions in my map where it detects if there is a computer player or if its less than a certain amount of players. And also if a player types a cheatcode it would get them out and stuff.
06-28-2006, 03:30 PM#5
shadow1500
I am not talking about the built-in cheat codes, I am saying that anyone can just open the map and add a trigger that gives everyone 100 points or something. The same person can also disable the anti-singleplayer triggers and all that.
06-28-2006, 04:13 PM#6
harshateja
This might be useful:

http://www.wc3campaigns.net/showthre...ighlight=cache
06-29-2006, 01:42 AM#7
Sixcon
Theres always an official version of mines that can be downloaded on my website. Anyway that thing wouldnt be much of a big deal.

@harshateja- Very useful indeed. I'll check it out later because unfortunately I'm busy with alot of things, but thanks anyway! I was just wondering if there was already something or probably get someone to make. I'm not a coder at all! (when it comes to programs). Its like me speaking another language when doing this.
06-29-2006, 01:59 PM#8
shadow1500
You cant save gamecache in multiplayer anyway. You have to make your own emulated bnet server or one that forwards LAN packets. You also need to be able to retrive the # of points and deaths when the game ends, which I assume will require making new natives for releasing this info, or memory hacking.
06-29-2006, 03:44 PM#9
harshateja
Does the save game function work in multiplayer? If it does, you could have a program that simply runs this on that saved file. The only hard part would be figuring when the file was saved - though I bet you could continually check the output folder for a new file. Ultamitely though, it depends on the fact that the save game function works.
06-29-2006, 04:52 PM#10
Sixcon
Quote:
Originally Posted by shadow1500
You cant save gamecache in multiplayer anyway. You have to make your own emulated bnet server or one that forwards LAN packets. You also need to be able to retrive the # of points and deaths when the game ends, which I assume will require making new natives for releasing this info, or memory hacking.

Quote:
Originally Posted by harshateja
Does the save game function work in multiplayer? If it does, you could have a program that simply runs this on that saved file. The only hard part would be figuring when the file was saved - though I bet you could continually check the output folder for a new file. Ultamitely though, it depends on the fact that the save game function works.
Guys! You totally dont get me! First I want you to download this:

Main Page:http://wc3banlist.de/

About Banlist: http://wc3banlist.de/about

FAQ: http://wc3banlist.de/faq

It was made for DoTA and its EXACTLY what I needed! Except I need a few adjustments such as the # of players and my own server with my own database.
06-29-2006, 05:03 PM#11
Undead_Lives
If you want a banlist type system for a death system, it won't work. Because then you'll have to rely on someone in game to report a death. If a bunch of friends play, they won't report it.
06-29-2006, 06:47 PM#12
SFilip
wait...why dont you just ask them to give you a replay? this way you can know for sure if they cheated or no.
yes i know it would be hard to check every replay players submit, but its the best way i see.
you can also make some sort of code detection that they can only get if they finish the game. this should filter out some noobs that try to submit fake/stupid replays.
06-30-2006, 12:37 AM#13
Sixcon
@undead- well you might be right about the friends thing doing private games, but that feat would be a smart feat to do. Just like in Diablo 2, friends would play 24/7 doing Baal runs to be the first to reach level 99, not to mention bots. They are simply smart, and smart people are the ones that win. If you think about it only one person can score, so are his friends willing to give up the point for that one specific person? Conflict would arise and they would eventually "divide" the scores they earn so in the end hard work must be done in order to achieve the 100-point score.

@sfilip- About the replay it COULD work but the best way is a Dota-style banlist. Where, like in Dota's banlist, it actually says "Player has left at 4v5, no comment).
06-30-2006, 12:48 AM#14
MercyfulJester
What about them people, who have more than one computers? This kind of system probably won't work very well unless you and/or some of your trusted friends host some official games where those points can be acquired. If you let people to play with their friends and "cheat" all they want then there is no point in the whole thing.
06-30-2006, 11:14 AM#15
Tim.
Any third party tracking system would be stupid unless you are running an official competition or something. In that case, you would need an official judge in the game anyway so what’s the point? Anyway, if you think your map will become so popular that tons of people are going to try and cheat to win - you haven't been around very long.