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How to make Anti-cheat for MazeTD?

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Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,199
You have a few options.
1. Make it so that all towers do not act as blockers.
2. Upgrade to SC2 where you have a native that can detect if point A to B is blocked.
3. Do what the map you mentioned did and send a kolbold which will auto sell 1 tower it attacks and then try moving again.
 
Level 5
Joined
Jan 29, 2010
Messages
75
he needs the anticheat like the one in TLTW :D
you only must create an unit maybe "kobold" with collision size like the peasant and the abilitys "invulnerable" and then create trigger like that:

spawn kobold sometime
order run or attack i don't know atm sry to end of map
 
Level 3
Joined
Apr 5, 2011
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30
I thought the kobold was a good idea but if I order it to the end of the map and it gets blocked it still won't attack, it'll just keep trying to get to the end. And to drsuper: if all towers don't act as blockers then wats the point of a maze td?
 
Level 11
Joined
Jul 7, 2010
Messages
709
Yeh make an Trigger like;
  • Int
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Int = (Last created hashtable)
  • Int Cast
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Set Int_Dummy = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to <Your Unit>))
      • Unit Group - Pick every unit in Int_Dummy and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of (Picked unit)) Equal to (Order(none))
            • Then - Actions
              • For each (Integer A) from 1 to (Number of units in Int_Dummy), do (Actions)
                • Loop - Actions
                  • Hashtable - Save Handle Of(Picked unit) as 0 of (Integer A) in Int
                  • Set Int_Dummy = (Units within 300.00 of (Position of (Picked unit)) matching (((Matching unit) is A structure) Equal to True))
                  • Unit Group - Pick every unit in Int_Dummy2 and do (Actions)
                    • Loop - Actions
                      • Unit - Order (Load 0 of (Integer A) in Int) to Attack Once (Picked unit)
            • Else - Actions
May leak havnt checked it yet on laptop no wc3.
P.S You have to tell the unit to move to the end of the map.. didn't put it in, don't have wc3 or anything on laptop.
 
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