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Nestharus
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  • tested your maphack system! I think is great it really worked! But it has some issues, I didn't used mh it still says I cheated and then kicked me from the game. Any solution?
    a question do you have a anti maphack system? if so can you send me a sample of the system? Thanks!
    so tell me this, is Tt unusuable or not? :\

    I tried to read a bit but most of the posts were a couple months old and they dealt with times above 25sec (which i probably wont use but meh)
    Im no pro at this stuff so I was trying to figure it out on my own and I cant get this to work

    struct test22 extends array
    private static constant method PRIORITY takes nothing returns integer
    return 0
    endmethod

    private static method onDamage takes nothing returns nothing
    local real amount = modifiedAmount
    call print(R2S(amount))
    endmethod

    private static method filter takes nothing returns boolean
    return true
    endmethod

    implement ExtendDamageEvent
    endstruct



    The damage event will run (i can tell because the hp will sometimes flicker) but nothing gets printed

    e/ nvm i implemented the wrong module
    kills him like.. 1/10 of the time
    how exactly does ADD conflict with spellbooks? does it cancel the spellbook everytime the unit takes damage?
    ... yet bribe's system does it fine and allows me to modify damage dealt which DamageEvent doesn't? >.<
    Question - Is there a DDS that utilizes your UnitIndexer and doesn't conflict with spellbooks? :\

    this is my last conflict with GUI and vJass indexer
    meh im too tired to do work anyway.

    (make Data a bigger priority tho :D)

    e/ nvm -_- forgot u were waiting for md5
    Haven't played with it at all. noticed that little twirk when copying the requirements than i had to go. (but no, i hadnt had problems with it)

    e/ Oh your talking about the past.

    my memory span is about a week so I cant say anything on that behalf
    Ok, updated the code in UnitEvent to auto add the UnitIndexer ability, so just get latest version.
    Oh, also, I was importing Unit Event via the non-LUA map (cuz dumb object exporter) and i noticed the unit has the ability "Unknown (A!!!)" ill assume this is just a little accident and doesnt effect gameplay :\
    Seriously.

    You dont need all of these crazy ass checksums and whatnot. I can cheat any map in under 5 minutes, its not that hard. In the hacking world, noone de-encrypts codes. The only useful encryption is making it not dreadfully obvious :\ Encryption was useful in codes because you wanted the string to be as small as possible while still keeping it secure but it doesnt really matter without codes -_-

    Unless you'd like to prove me wrong :)

    (but seriously, your creating a save-code not transferring credit cards over a public wifi)
    Still crashing in an executed thread.



    private static method onLoad takes nothing returns nothing
    local File file = File.open("SoT", "Savecodes",File.Flag.READ)
    local integer i
    local integer slot = slotSync
    local string s
    local BigInt bI
    local player GP = GPsync
    local thistype this
    local NumberStack stack

    set i = 0
    if slot != 1 then
    loop
    call file.read()
    set i = i + 1
    exitwhen i == (slot*2)-1
    endloop
    endif
    call print("Crash here?")
    set s = (file.read())
    set bI = BitInt.convertString(s,6)
    call print("well its crashing anyway")
    set this = allocate(1)
    call synchronize()
    call print("right?")
    call print(I2S(read(0,6)))
    call TriggerSyncReady()
    call print("Crash here?")

    if (0<StringLength(s)) then
    set stack = DecryptNumber(s, encryptionKey, 1000000,/*
    shuffles used in encryption played id to decrypt for
    */ 3, GetPlayerId(GP),/*
    password used in encryption don't change
    */ "salt value", .85)
    if (0!=stack) then

    // call RemoveUnit(udg_PlayerUnit[GetConvertedPlayerId(GP)])
    // call LoadHero(stack, GP)
    // call SetHeroMain(GetLastCreatedUnit(),GP)
    // call LoadCustomInventory(stack, GP)
    // call LoadGold(stack, GP)
    // call SetHeroLevel(udg_PlayerUnit[GetConvertedPlayerId(GP)], stack.pop(4000), false)
    // call LoadInventory(stack, udg_PlayerUnit[GetConvertedPlayerId(GP)], Items.catalog)
    call DisplayTimedTextToPlayer(GP,0,0,60,"Loaded Successfully!")

    else
    call DisplayTimedTextToPlayer(GetTriggerPlayer(),0,0,60,"Invalid Code")
    endif
    else
    call DisplayTimedTextToPlayer(GetTriggerPlayer(),0,0,60,"Invalid Code")
    endif
    call print(s)
    endmethod




    elseif currentMenu[play] >= 3 then
    set GPsync = GP
    set slotSync = slot
    call ExecuteFunc(thistype.onLoad.name)
    synchronize() is still thread crashing nonetheless.

    and i thought index on read() was like the offset so if i passed 12342424 and 1345939-5 read(0,0) would pass 12342424 and read(0,1) would pass 1345939-5 :\
    i could care less about the size of the code. anyway


    set s = (file.read())
    set bI = BitInt.convertString(s,6)
    set this = allocate(1)
    call synchronize()
    call print(I2S(read(0,0)))

    is thread crashing? i guess ill try with 32
    its crashing on synchronize

    could it be because im offline? :p

    i dont think your right, i dont even run init untill game starts and the functions are called on dialog click
    set s = (file.read())
    set i = S2I(s)
    set this = allocate(i)
    call synchronize()
    call print(I2S(i))
    call print(I2S(read(0,0)))
    call TriggerSyncReady()

    this just kinda lags the fuck out of everything forever and runs away with meh thread
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