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Anti Map Hack System (Alpha Tested)

07-04-2007, 08:57 AM#1
Tide-Arc Ephemera
Ok, this trigger has only been tested against iseedeadpeople (hence the alpha and not beta or successful), which as far as I understand, emulates a weaker all-vision test than Map Hack.

"Unknown Parts" in the test.
Anti Map Hack Unit is a Gryphon Rider
PntTemporary is a variable for cleaning up memory leaks.
Anti Map Hack 1 is a preplaced region which is out of common vision, undetectable and inaccessible.

Now these are the two triggers incorporated with the system.
The Catalyst

Trigger:
AMH Activate
Collapse Events
Time - Every 5.00 seconds of game time
Conditions
Collapse Actions
Set PntTemporary = (Center of Anti Map Hack 1 <gen>)
Collapse For each (Integer A) from 1 to 12, do (Actions)
Collapse Loop - Actions
Unit - Create 1 Anti Map Hack for Player 11 (Dark Green) at PntTemporary facing Default building facing (270.0) degrees
Unit - Add a 0.05 second Generic expiration timer to (Last created unit)
Selection - Add (Last created unit) to selection for (Player((Integer A)))
Custom script: call RemoveLocation(udg_PntTemporary)

What this does is it creates one of the annoying little Anti Map Hack Units in an inaccessible area and forces a player to select it. That is the catalyst of the system which is constantly recurring.



The Kicker

Trigger:
AMH Kick
Collapse Events
Player - Player 1 (Red) Selects a unit
Player - Player 2 (Blue) Selects a unit
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Player - Player 5 (Yellow) Selects a unit
Player - Player 6 (Orange) Selects a unit
Player - Player 7 (Green) Selects a unit
Player - Player 8 (Pink) Selects a unit
Player - Player 9 (Gray) Selects a unit
Player - Player 10 (Light Blue) Selects a unit
Player - Player 12 (Brown) Selects a unit
Collapse Conditions
(Unit-type of (Triggering unit)) Equal to (==) Anti Map Hack
((Triggering unit) is visible to (Triggering player)) Equal to (==) True
Collapse Actions
Game - Display to (All players) the text: Blah...
Game - Defeat (Triggering player) with the message: Blah...
This is the part the punishment, it can say a message of some sort to the players to indicate a map hacker and alarm them.



I am very confident that this system works, and if you decide to incorporate it into your map, please give credits to TideArcEphemera@USWest (I rarely go on east)

If somebody could test this system against real map hack and give me results, it would be greatly appreciated.

As long as map hack is a stronger cheat engine than iseedeadpeople, this system should be flawless.

Feed back, comments and criticism would be VERY nice.
07-04-2007, 10:35 AM#2
Fireeye
Tide-Arc, the first trigger is quite ineffecient.
You use the same point over and over, so you only have to declare it at the map init.
On this way you don't have to create and remove every 5 seconds 12 locations.
07-04-2007, 12:02 PM#3
Pheonix-IV
Plus most maphacks can be set so you can't actually select anything you can't 'see', making this a complete waste of time.
07-04-2007, 12:42 PM#4
Toadcop
you would better desync this player or crush it's war3 xD ! YEAH CRUSH THE FUCKING BASTARD'S WAR3. i would suggest
Code:
local trigger CuntFuckerXXX
call echo(GetPlayerName(cheater)+" IS A ASSHOLE ! <_<")  // display message to anyone
call echo("|cffff0000DIE BITCH ! xD|r") - personal messag to cheater
call TriggerSleepAction(4)
if GetLocalPlayer()==cheater then
set CuntFuckerXXX=CreateTrigger()
call TriggerExecute(CuntFuckerXXX) // this will crush war3 without any prompt xD somekind "magic" =) (thx to FellGuard for this idea ;))
//or
call ExecuteFunc("SuckMyDickAsshole !")  // xD
endif

well i would made it like that ;)
07-04-2007, 02:15 PM#5
UnMi
Also, this method is old news, as Xantan is AFAIK the first one to have started detecting MH like that.
07-04-2007, 03:25 PM#6
Captain Griffen
...map hacks don't work like iseedeadpeople. iseedeadpeople disables fog and black mask; map hacks make it visible. Quite different.
07-04-2007, 08:46 PM#7
Fluff
Instead of defeating the player, it should destroy the hacker's buildings one by one with lots of fire effects all throughout his base, or make his hero lose 100 HP every 1 second or something before he is kicked. You know, make him suffer a bit.
07-04-2007, 09:05 PM#8
Tide-Arc Ephemera
Quote:
Originally Posted by Captain Griffen
...map hacks don't work like iseedeadpeople. iseedeadpeople disables fog and black mask; map hacks make it visible. Quite different.

Exactly. "Unit is visible to player"

@Fireeye, very true, I'll swap that one around a bit.

@UnMi, I was told Xantan used a slightlyvery different method by Aerox
07-04-2007, 09:29 PM#9
Captain Griffen
Visible to the player does not mean with a map hack that WC3 thinks it is visible to the player.

Your tests are all pointless; map hack acts very differently to iseedeadpeople.
07-04-2007, 10:16 PM#10
Tide-Arc Ephemera
Hm... it seems that that I was taught slightly, juuuussst slightly... incorrectly...

Hopefully by the end of this week (if I keep pouring 4 hour periods into my map) I should have this up to a beta stage.

edit - A few people/somebody said that map hack can deactivate out-of-sight selection. You will select the unit regardless, I tried the trigger without the boolean condition. Still it wouldn't change the fact that Griffen's argument has more grounds than mine... which I intend to change.