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Script to differentiate between Playing and Viewing Replay

07-11-2007, 02:58 AM#1
PandaMine
Does anyone know by any chance if there is a script that detects if a map is being played as a pose to being watched as a replay. The reason behind this is I recently made an Anti Map Hack System (http://www.wc3campaigns.net/showthread.php?t=95310) however there is a problem that it makes any player unable to watch the replays if fog of war is off. I simply want the system to be disabled when watching a replay

Thanks
07-11-2007, 06:55 AM#2
Toadcop
add some pereodical checks... something what could happen only in a replay... it depends on map gameplay.
07-11-2007, 07:02 AM#3
PandaMine
Quote:
Originally Posted by Toadcop
add some pereodical checks... something what could happen only in a replay... it depends on map gameplay.

What do you mean exactly, what would not happen in a replay that would in a map. Something that is very simple and only involves code
07-11-2007, 08:19 AM#4
Pyrogasm
Do chat messages show up in replays? You might be able to work with that.
07-11-2007, 08:46 AM#5
Toadcop
they are shown...
i caused replay DeSyncs than used in replay current camera position for custom events =\ but it's only for single player (or not =) i think it's also possible in MP). why ? cause replay don't force to move players camera. == DeSync (i mean in the replay) well you need some trick to get it out (is replay or not). i think it would be hard to do something =\
07-11-2007, 09:19 AM#6
DioD
replay force events and suff from real game, you cannot change gameplay in replay.
07-11-2007, 09:25 AM#7
Captain Griffen
Replays have exactly the same inputs as the actual game. Even stuff like syncing is correctly implemented so as to be identicle in the replay.

I have seen a replay once mess up and differ from the actual game, but next viewing it was perfectly fine.

Toadcop, if you have something to say, please say it in a way normal people can actually understand.
07-11-2007, 02:15 PM#8
Toadcop
Quote:
replay force events and suff from real game, you cannot change gameplay in replay.
suck <_< bet ?

omg ones again noob Toadcop must post a example map =\
// wait... i mean about different replays + currently only single player OK ? cause otherwise i would need sync stack and there maybe some bugs if i would make it fast...

Quote:
Toadcop, if you have something to say, please say it in a way normal people can actually understand.
xD well sorry ^^ + how i see anyway i must post a map =)

if i can (and i can ^^) create a map with "replay controls" so Russian wc3 mapmaking community is sucking terrrably specialy Blizzard.ru assholes...
07-11-2007, 02:19 PM#9
Captain Griffen
SP is pointless. We need it basically only so we can have proper replays and stop map hackers. Map hackers aren't a problem SP.
07-11-2007, 02:35 PM#10
Toadcop
here the world first controlable Replay O_O but not really in my TcX was the first controlareble replay ^^.

ok what to do... simple pereodicaly move camera over the map... the feature is what Blood Mage target it's Flame Strike on current camera position ^^ so where are you looking there will be a Flame Strike =) i hope you anderstand ;)
after it save the replay =) and look it again ;)
Attached Files
File type: w3xOMG_It's_true!_O_O.w3x (11.6 KB)
07-11-2007, 04:17 PM#11
Captain Griffen
It uses a function which will always cause desyncs even where other functions won't; I don't think you can even get it to work in MP. If you can, excellent.
07-11-2007, 04:26 PM#12
Toadcop
Captain Griffen yes i can =\ but with a ~0.25 sec delay...
07-11-2007, 11:46 PM#13
PandaMine
I have figure it out, it seems the function ReloadGameCachesFromDisk() only returns true if the Map is being played as a pose to the map being viewed as a replay. Dont know why or how, it just is
Script to differentiate between Playing and Viewing Replay - Wc3C.net