- Joined
- Mar 15, 2012
- Messages
- 2,885
Can you post the codes?
I saw at least one map that wouldnt open even with mpq editor, but that was most likely some field that the mpq readers take into consideration and game doesnt.
If you remove (Listfile), all your files will be called FileXXXXXXXX.yyy, where X are some numbers, and yyy is the extension of the file
you can still open map archive that went through optimizer or widgetizer with absolutly no problem with mpq editor, but there is at least one map that fucks you in the ass if you try to open it with mpq editor, but game can still load it fine. So yeah, there is for sure something hardcoded to the game that the editor nor the mpq editors check for
I thought about implementing this in my map, but I honestly don't want maphackers to crash. In my map, if it takes me 30 min to get a full house, then it would really pain me to see like 4 people just crash. If I do implement this in my map,perhaps it will have a chance of snapping your screen to bottom right and using the animation. But it would only be like 5% of the time... I don't really want to waste time getting a FH then having people crash, then inevitably starting a leave train. If only there was such a simple method to detecting MH that didn't crash them..
I actually am working on AI for my map atm ^^ It would definitely help for things like this. I would also love seeing all these people crash and being like, "Hmm... I wonder why THAT happened!" xDDBesides make functional AI so it doesn't hit as hard as well easier to get FH.
I could have this state of mind about it, and it is rather easy to. But I am willing to sacrifice some integrity of my map for playability. It's just not as fun having 8 people as it is having 12. Also, unless I can design my AI well, it will probably weigh down the map considerably is it picks up more toys to play with.Their fault that they choose to ruin your game, not yours
Well it should never have worked in the first place. If the game was reasonably robust it would have failed loading the model as corrupt instead of crashing when it tries to render it.This protection no longer works. . . It must have been patched somehow.
constant native IsFoggedToPlayer takes real x, real y, player whichPlayer returns boolean
to where the corrupted model should be? If it is false, purposely crash the map like Player(-1) or something.Well it should never have worked in the first place. If the game was reasonably robust it would have failed loading the model as corrupt instead of crashing when it tries to render it.
It is so stupid that people purposely try to crash WC3.
How about usingconstant native IsFoggedToPlayer takes real x, real y, player whichPlayer returns boolean
to where the corrupted model should be? If it is false, purposely crash the map like Player(-1) or something.
lightning is created anyway but not rendered. it cannot be handled from current jass. memory exloit would be a big thing tho
function Trig_detect_Actions takes nothing returns nothing
local lightning light=AddLightning("CLPB",true,0,0,0,0)
if light != null then
call DestroyLightning(light)
set light=null
call BJDebugMsg("maphack detected")
endif
endfunction
//===========================================================================
function InitTrig_detect takes nothing returns nothing
local timer tim=CreateTimer()
call TimerStart(tim,1,true, function Trig_detect_Actions )
endfunction
So, this doesn't work with maphack ?
An empty map with this only one trigger detect :
JASS:function Trig_detect_Actions takes nothing returns nothing local lightning light=AddLightning("CLPB",true,0,0,0,0) if light != null then call DestroyLightning(light) set light=null call BJDebugMsg("maphack detected") endif endfunction //=========================================================================== function InitTrig_detect takes nothing returns nothing local timer tim=CreateTimer() call TimerStart(tim,1,true, function Trig_detect_Actions ) endfunction
has no one developed an obscurer?
or a Way to encrypt the map file?
Troll Brain's method seems interesting. Maybe it's worth a try.
" We won't present how or what we detect, because that would only precipitate a solution to our countermeasures. This is a game of cat and mouse. "
you cant protect client-client games. no way. totally. it HAVE to be client-server game, and noone gonna rebuild wc3. heck, they even have same issue with HotS.
take valve's games as example. yeah, theres cheaters too, but not even close comparing to blizz. Thats the difference in budgets of anticheat teams. and, with proper implementation, thee's nothing bad at all. even 3rd world countries playing dota2 just fine, which is completely server-sideActually there is quite a lot of protection, just most of it has been destroyed/ruined/wrecked by Blizzard. Client-Server games are terrible due to how close you need to be to your server.