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Anti-maphack trigger -will detect most maphacks

06-28-2007, 05:45 PM#1
Skurai
I guess no one will read the entire long thing i posted so i edited. If u can do this [see link below], pls tell me and i can probably make an anti-mh trigger that works for all conditions
http://www.wc3campaigns.net/showthread.php?t=95021
06-28-2007, 06:57 PM#2
Rising_Dusk
Couldn't you have just used some derivation of the IsUnitVisible(...) function to detect if a player can see units it shouldn't be able to?
06-29-2007, 03:12 AM#3
Skurai
I tried all the visible triggers, they dont work against shadowfrench. I dont think i did that part wrong. did the units visible trigger work for u? If u found a trigger that works against shadowfrench maphack, pls pm me and post a topic. Thank u

The way shadowfrench works, its such that u can see through the fog of war for it acts as if the fog of war is still there. For example, with maphack, u cant cast teleport on a location where that u havent been to yet although u can see the location.

This trigger will ONLY detect maphackers who have the "units selected option on" so if u implement it in your map and check for maphackers. Chances are u can catch most of them cause most of the mhers will activate the "units selected option
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How to complete the trigger- With the "units selected function" turned off in shadowfrench, u can still click on "destructibles" and "items" that can be selected on the map. If there was a trigger in GUI to "add destructible to player selection" and detect when "a destructible has been deselected", then a complete anti-maphack trigger can be created.

Then, it will work like this.
If u have maphack off- It will select and deselect the destructible during a "wait 0.01secs" trigger. U dont actually select the destructible in this case cause u cannot see it but the triggers select/deselect will be activated in triggers. This is why a "wait 0.01 secs" is needed

If u have maphack on- It will select the destructible, wait 0.02 secs and then deselect the destructible. When that destructible that is not suppose to be seen gets deselected, this means that the player is maphacking
06-29-2007, 09:43 PM#4
kookflame
oh, what a talented idea! Although i had worked out a way of maphack detect used select/deselect unit, the one even if that "units selected function" turned off can not stop its step, it only request the"view units function" is on.(if the"view units function" is off, the maphacker was not able to see extra units but the terran without fog). if we can do with destructible the same way successfully,certainly it should take more advantage.

I will check it out as soon as possible.
06-29-2007, 09:56 PM#5
Tide-Arc Ephemera
Gah... 'tis gay... I'm making a map with the Vampirism effect, meaning it has to reveal and hide... well I could just do a momentary blink by shuttering the trigger.

It's an idea. And your understanding of S'F's hack isn't what I got.

What I got was -
Shadow French's map hack works by overlapping a constantly-recorded replay with normal game play, allowing you to see units, illusions and all the normal units without having to go through the hidden stuff.

But since it is a replay, it has no effect on what other people see with allied vision.

As long as that replay is there, it will give full-sight of everything, illusory or hidden.
06-30-2007, 04:06 AM#6
Skurai
Quote:
Originally Posted by kookflame
oh, what a talented idea! Although i had worked out a way of maphack detect used select/deselect unit, the one even if that "units selected function" turned off can not stop its step, it only request the"view units function" is on.(if the"view units function" is off, the maphacker was not able to see extra units but the terran without fog). if we can do with destructible the same way successfully,certainly it should take more advantage.

I will check it out as soon as possible.
if u can make a trigger/jass that allows a destructible to be selected, or an item, then it can detect shadowfrench mh as long as fog if lifted by mh. or give an order to left click a destructible then detect
06-30-2007, 10:05 AM#7
kookflame
yeah, i got your point, and i try it on another way: create the destructable or item ,then use the target issue. It seems if the issue user send off it will locate the target successfully when using maphack, and under normal condition, even u cannt see the widge; this occasion also had happened when the target is a building, it will left a trace in the fog and allow you issue a target order likes right-click while the non-maphack see nothing. All above is base on the secondary function "GFX" is click on.
07-01-2007, 01:00 PM#8
The)TideHunter(
Well, believe it or not even if you can see the intire map with maphack, the game still thinks you cant.

I dont remember who, but somebody came up with a great idea to remove maphack.
It was to create a corrupted model and place it in a section of the map that nobody would ever see, unless they had maphack.
When the model is loaded, because its corrupt it obviously crashes the game.
Dont know if it works, i dont think he finished the idea.
07-01-2007, 01:11 PM#9
Captain Griffen
That screws up replays though.

However...if you do stuff for local player, it MAY be possible to avoid that.

Warlords will hopefully soon use this. Maybe. If I can be bothered and get it to work. So stay tuned on my progress with that.
07-03-2007, 08:46 PM#10
Skurai
Quote:
Originally Posted by kookflame
yeah, i got your point, and i try it on another way: create the destructable or item ,then use the target issue. It seems if the issue user send off it will locate the target successfully when using maphack, and under normal condition, even u cannt see the widge; this occasion also had happened when the target is a building, it will left a trace in the fog and allow you issue a target order likes right-click while the non-maphack see nothing. All above is base on the secondary function "GFX" is click on.
That works? so far i tried using the issue target command and the unit seems 2 find the target regardless of mh on/off. I use it to target items. There is a diff. if it targets buildings?
07-03-2007, 09:52 PM#11
Guest
I think that the easiest way to permanently disable map hacks like SF's is to make Blizzard force replays to only record things that YOU can see, not what others can. This will also reduce lag in the game (your computer doesn't have to process all the excess stuff).
07-03-2007, 10:38 PM#12
Tide-Arc Ephemera
The problem with that is quiet a few replays people use when they lose are to learn WHY they lost and HOW they can improve and HOW the enemy defeated them.

Not just stare blatantly at what's wrong.
07-04-2007, 06:03 AM#13
Captain Griffen
Or Blizzard could fix the problem by just banning people who use map hacks on custom games? Blizzard at present don't care about custom games.
07-04-2007, 09:26 AM#14
Pheonix-IV
Since i'm fairly sure Custom Games are totally seperate entities from Battle.net the instant they start, since i can lose my connection to Battle.net and the game continues, i'm not sure if it's actually possible to monitor custom games and tag people with maphacks the way they can do with ladder games.
07-04-2007, 09:28 AM#15
Tide-Arc Ephemera
I tried an anti map hack trigger against iseedeadpeople, it worked just fine.

http://www.wc3campaigns.net/showthread.php?t=95170

You can check it out there.