Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: anti hack map causes replay corruption
anti hack map causes replay corruption
May 9 2009, 1:42 am
By: rich.  

May 9 2009, 1:42 am rich. Post #1



Hello, I have this map: http://www.megaupload.com/?d=4F0E5C5O
It randomizes for BGH 2v2 and 3v3 teams automatically (also lets players 1v1). Players that lift become observers. And theres anti hack feature that drops hackers. And it's great for playing bgh with friends.
However you can't save any replays because of what I believe may be the antihack (corrupt). I don't know if that is it or not. On python AH maps the replays work fine. But I'd like to be able to save replays. If that means removing the antihack that's completely fine because none of my friends hack anyway.
Anyone know what this is, or how to fix it?



None.

May 9 2009, 1:48 am Falkoner Post #2



You'll have to find a variable in memory that doesn't return true during a replay, but does in-game, and add that condition in with the map hack condition. It looks like that anti-hack is true to normal SC during a replay but not during the game, so you need a second condition to make sure it's not a replay.



None.

May 9 2009, 2:20 am rich. Post #3



how do i do that?



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May 9 2009, 2:31 am Falkoner Post #4



Using a memory editor, such as Cheat Engine, find a constant value when playing, that doesn't change, but that changes to something else during a replay, and then use that address for your EUD.



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May 9 2009, 4:15 am rich. Post #5



is there an easy way to do this? i dont know what an EUD is. if the easy way consists of deleting the AH how would i go about doign this?



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May 9 2009, 4:18 am Falkoner Post #6



Oh, if you just want to delete the anti hack, look for a trigger that has a really weird death condition, like an insanely weird unit ID, or player number, and delete that trigger



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May 9 2009, 4:25 am rich. Post #7



ok theres two things though that kill your buldings. 1 is AH, other is OBS mode. heres an example of one of the triggers:
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7"){
Conditions:
Bring("Current Player", "Any unit", " \x006C \x004O \x006N \x004G \x006R \x004A \x006T \x004U \x006L \x004A \x006T \x004I \x006O \x004N\x006!!!\x012", At least, 1);

Actions:
Kill Unit At Location("Player 8", "Any unit", All, " \x006C \x004O \x006N \x004G \x006R \x004A \x006T \x004U \x006L \x004A \x006T \x004I \x006O \x004N\x006!!!\x012");
}
is that the AH?



None.

May 9 2009, 4:29 am Falkoner Post #8



No, one of the conditions will be a Deaths condition in it, and it will have funny numbers.



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May 9 2009, 4:35 am rich. Post #9



i didnt find anything that fits that descript. however i have heard a little about a condition (something about 49 minerals) that meets the following criterion:
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7"){
Conditions:
Switch("Switch16", not set);
Accumulate("Current Player", At most, 49, ore);
Accumulate("Current Player", At least, 1, ore);

Actions:
Set Score("Current Player", Set To, 3, Custom);
Set Switch("Switch35", set);
Wait(7000);
Set Switch("Switch16", set);
}


Is this the AH?



None.

May 9 2009, 4:37 am Falkoner Post #10



Any triggers with Death conditions at all?



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May 9 2009, 4:47 am rich. Post #11



doesnt look like it



None.

May 9 2009, 4:48 am Falkoner Post #12



You're quite certain there's an Anti-hack in this map?



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May 9 2009, 6:53 am rich. Post #13



yes. you can look at the map yourself. i honestly dont have a clue what im doing.

EDIT:
maybe i overlooked it but i surely dont see it.

Post has been edited 1 time(s), last time on May 9 2009, 10:03 pm by NudeRaider. Reason: merged posts



None.

May 9 2009, 12:20 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

There's no EUD. As far as I can tell there's no anti-maphack, unless you can somehow create independent command centers and jump gates. Those are deleted via triggers, but I can't find them on the map, and afaik "player 8" only has 1 unit.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 9 2009, 1:30 pm rich. Post #15



yes. you can look at the map yourself. i honestly dont have a clue what im doing.

EDIT:
the map dropped them, not the program. the program just confirmed that he did in fact hack.

Post has been edited 1 time(s), last time on May 9 2009, 10:04 pm by NudeRaider. Reason: merged posts



None.

May 9 2009, 4:08 pm Ahli Post #16

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

unprotected map has no EUD triggers. Unprotected map has no unusual units/sprites.
This map shouldn't drop any hacker.
The drop should be caused by battle net itself (blame old battle net).

anyway, some triggers just seem to be there to display a text message.
I guess p5 will see the lose message ("did you learn something in this game?"), if he starts as Zerg and his Overlord is in the location.

In singleplayer I can see the replay. I don't know why it should be corrupted.




May 9 2009, 4:50 pm Falkoner Post #17



Does the map have upgrades past 3? Those cause replays to mess up.



None.

May 9 2009, 8:40 pm rich. Post #18



no it plays the exact same as melee. it JUST chooses teams/obs mode, and drops hackers. thats all it does. if you host the game on battlenet you can see the forces where the comp is called "antihack" or something along those lines.

EDIT:
i posted this question at broodwarmaps.net and some guy said this:

"One problem I've seen in AH maps before with replays involved triggers which dropped players based on a trigger which either added or removed a mineral, or didn't, and dropped whichever trigger the hacker would cause. Then, this problem would be duplicated in the replay, and players would start out with 51 or 49 minerals etc and thus it would be corrupt.
With the Brisa) AH maps, I believe for whatever reason you had to skip past the AH checks in the beginning at real-time speed, ie not 2x or 4x etc, but then you could speed up after then, usually after 2-3 minutes or something. You should try that I guess. Mostly it depends on what triggers you used. You best understand the AH triggers, so you should best be able to figure out which trigger causes the problems."

i already c/p'd a trigger that has something about 49 minerals and getting 1. could the trigger that i posted be the antihack?

Post has been edited 1 time(s), last time on May 9 2009, 9:05 pm by NudeRaider. Reason: merged posts



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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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