- Joined
- Jun 10, 2014
- Messages
- 1
There are suddenly more cases of drop hacking on custom games and I was wondering if there was a way to perhaps detect and stop this with triggers on the map.
If you don't know what drop hacking is, it's something used in melee games to lag out the opponents with system lag. If my research is correct, the player who drop hacks selects a bunch of units, usually workers/worker and then presses down on some hotkey for his hacking program, usually one of the F2, F3, F4... keys. This will make the hack program issue hundreds and hundreds of commands to the units, lagging the game for everyone.
In melee drop hackers need the better system in order to win the match by lagging everyone out. However whoever the people going around drop hacking on custom games seem to just enjoy the power to end games and the prospect of "trolling" people. It's becoming an increasingly painful problem.
From experience, kicking the person drop hacking, while one can still kick in the lag, instantly solves a larger portion of the lag. So I was wondering, if there was perhaps a way with triggers to perhaps detect the abnormality of the amount of orders issued to a unit, to be able to defeat the player before he can do too much harm.
If you don't know what drop hacking is, it's something used in melee games to lag out the opponents with system lag. If my research is correct, the player who drop hacks selects a bunch of units, usually workers/worker and then presses down on some hotkey for his hacking program, usually one of the F2, F3, F4... keys. This will make the hack program issue hundreds and hundreds of commands to the units, lagging the game for everyone.
In melee drop hackers need the better system in order to win the match by lagging everyone out. However whoever the people going around drop hacking on custom games seem to just enjoy the power to end games and the prospect of "trolling" people. It's becoming an increasingly painful problem.
From experience, kicking the person drop hacking, while one can still kick in the lag, instantly solves a larger portion of the lag. So I was wondering, if there was perhaps a way with triggers to perhaps detect the abnormality of the amount of orders issued to a unit, to be able to defeat the player before he can do too much harm.