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On April 07 2008 15:37 1t2t3t4t5taw wrote:Show nested quote +On April 07 2008 12:31 Equinox_kr wrote:On April 07 2008 12:28 ShaLLoW[baY] wrote:Everyone, we've already deduced that it's old and been done for ages, but I for one still appreciate the effort being put towards preventing hacking  Agreed, even if it doesn't work at least it was an honest attempt to prevent hacking. On another side note, how come X17 and OD members suck so bad despite using hacks ~_~ Like, they're sooooooooooooooooooooooooooo bad Yea, every single x17 member uses hacks and they're all terrible. I'm sure you can beat alllllllllllllll of them cause they're soooooooooooooooooooooooooooo bad even though they alllllllllllllllllllll use hacks. im sure at least 1 or 2 of them don't hack, u shouldn't generalise so much about ppl u don't even kno
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Live2Win
United States6657 Posts
you guys are too harsh.
At least he ATTEMPTED to find a way. Albeit he didn't think it through, I'm glad people are still thinking of ways to stop hackers.
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I'm not sure how this thread is going, so I'm just responding to the OP, and I'm sorry if anyone has said this in a previous post.
All you have to do to create an anti-hack map. Is create a ums map, but place an invalid object that causes SC to crash if you view it. In a place where no player would be able to see it for a very long time.
I did this before. You need a special editor of course, that has invalid buildings that cause SC to crash. You set up the triggers to create this building in some obscure position. Then remove it after a certain amount of time. If anyone has maphack turned on. They "View" this item and it causes there SC to instantly crash. (You don't have to look directly at it either, as you seem to think. As long as there game "reads" the object as being revealed it works. So no loss in mining time is needed.)
Now if you want to get really complex you can set up a huge network of triggers to create this building when ever no units are with in a certain zone of it. And when ever something get's close, it destroys the object. A maphacker wouldn't be able to hack on the map. That can also be applied to mineral hacking the same way but with different triggers of course. If a player gains 600 minerals in less then a second, cause them to get game over.
The way you the OP has stated it, it just seems a little complex and unnecessary. Then again I know how to work triggers really well, so this is really a small task to me.
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Hey, im a snipers player on east under the same name as ma account ^^ i registered just so i could post this ----
well recently iv been working on a new snipers map and one thing that i did was create an antihack from scratch.
now on maps such as 333f, the antihack creates "rock sprites" where the antihack unit is placed. it is this that also stops sniprs replays being seen untill u unvision the computer
well in my research i found a certain sprite that under certain properties crashes sc when looked at, doesnt create any visible evidence. even if the whole map is revealed in fog of war it dont crash and it doesnt crash in replays. the sprite only crashes if a person views it in an active game.
now i have got alot of maphackers to test it out and on each one they crashed. Meaning the sprite works.
i would say what sprite it is but i dont want map hackers to find out. if your interested contact me and ill show you the map. ill give you the sprite id and details if your a well known map maker.
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Germany2896 Posts
then the hackers update their filter to remove the sprite.
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On April 06 2008 21:13 Manifesto7 wrote:Show nested quote +On April 06 2008 21:07 Polyphasic wrote: I think an easy way for maphackers to get out of this is to have their hack off at the beginning, and turn on their hack after their game starts by pressing "insert". sorry but good try. How do you know what key triggers the maphack?
Actually it was mentioned at least once in the 'Hackers Caught' thread I believe.
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On April 07 2008 15:21 CharlieMurphy wrote: OMG I laughed out loud
hilarious
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I think this would be good if it wasn't used universally but maybe if WGT or ICCUP stuck it in 2 of their maps when they release their new map packs. This way oblivion makers wouldn't know to circumvent the check and once they get caught it's pretty cut and dry that if you see the building through the fog, you are hacking and instabanned gg. A universal answer might not be the answer to hacking since hackers can respond to any single problem but individual checks like this might weed them out as well as heighten the fear of getting caught among hackers.
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On April 24 2008 07:53 Jonoman92 wrote: I think this would be good if it wasn't used universally but maybe if WGT or ICCUP stuck it in 2 of their maps when they release their new map packs. This way oblivion makers wouldn't know to circumvent the check and once they get caught it's pretty cut and dry that if you see the building through the fog, you are hacking and instabanned gg. A universal answer might not be the answer to hacking since hackers can respond to any single problem but individual checks like this might weed them out as well as heighten the fear of getting caught among hackers. You don't seem to understand. The people that program hacks know pretty much all of the sprites that crash SC, so they've implemented protections against all of those crashes. There isn't some unlimited supply of these special sprites, its quite finite, so this protection is basically useless by now. If someone were to find another sprite that crashed and wasn't protected against, then surely the hacks would be quickly updated with that added to their filters.
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Hong Kong20321 Posts
On April 24 2008 06:29 MasterOfChaos wrote: then the hackers update their filter to remove the sprite.
that's how the battle between hackers and antihackers goes though, right? ~_~
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On April 24 2008 08:43 alffla wrote:Show nested quote +On April 24 2008 06:29 MasterOfChaos wrote: then the hackers update their filter to remove the sprite. that's how the battle between hackers and antihackers goes though, right? ~_~ Yes, but the difference with this battle is that the antihackers have pretty much already run out of "ammunition" for this method. External anti-hacks are still a much better solution (and one thats not already protected against, for the most part).
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On April 24 2008 08:35 tec27 wrote:Show nested quote +On April 24 2008 07:53 Jonoman92 wrote: I think this would be good if it wasn't used universally but maybe if WGT or ICCUP stuck it in 2 of their maps when they release their new map packs. This way oblivion makers wouldn't know to circumvent the check and once they get caught it's pretty cut and dry that if you see the building through the fog, you are hacking and instabanned gg. A universal answer might not be the answer to hacking since hackers can respond to any single problem but individual checks like this might weed them out as well as heighten the fear of getting caught among hackers. You don't seem to understand. The people that program hacks know pretty much all of the sprites that crash SC, so they've implemented protections against all of those crashes. There isn't some unlimited supply of these special sprites, its quite finite, so this protection is basically useless by now. If someone were to find another sprite that crashed and wasn't protected against, then surely the hacks would be quickly updated with that added to their filters.
Well yea you're right, I don't really know much about this topic. I was kind of thinking that it would show in the replay that the one player could see the hidden building in fog of war but I guess maybe that wouldn't happen. Thanks for your response. Once a sprite or w/e that crashes sc is discovered why isn't' it kept secret... or is that just not possible.
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This type of maps have been around for years. This method doesn't work like everyone said, sorry.
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