Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Using a Talking Portrait to crash question
Using a Talking Portrait to crash question
Sep 12 2010, 12:20 am
By: Oo.DaMeiN.oO  

Sep 12 2010, 12:20 am Oo.DaMeiN.oO Post #1



I have a trigger that I want to crash the player via (For anti hacks) but I can't seem to re-call the one I use to use.. I stopped mapping for awhile ^^;

I think I need to use SCMDraft 2 and go into the newer trigger editor and set numbers.. but is there a specific number I need or just one that doesn't exist?

Thanks :)



None.

Sep 12 2010, 12:27 am NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Extended player flag portraits




Sep 12 2010, 3:55 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

I've never done this, but Nude's referring to when you click on an extended player's flag portrait, there's a good chance it will reference an illegal portrait and crash. There's a few that do work, however.

But you want to do this with triggers, so I haven't tested it out yet, but try ID:255. It might crash everyone, but I doubt it.

It's easier to force a desync via EUDs. I can't recall exactly where it is, but there's an address which refers to the current player number. If you detect the player number and Player to be banned's DC is set to 1, create a unit anywhere, and they'll drop from the game instantly.



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

Sep 12 2010, 4:14 am Aristocrat Post #4



Other ways to crash involve illegal WAVs and similar mechanisms. However, EUD desync is still the preferred method, as crashing may produce the 45 second lag box if done without desyncing first.

Extended player flags crash when selected, but I'm not sure about getting them to work with triggers of display speaking portrait.



None.

Sep 15 2010, 12:06 am Apos Post #5

I order you to forgive yourself!

Quote from Apos
I was planning to make a game using it, but the game was not that good so there is only the antihack in it.
Apos' Marine Rush with antihack in it.

Apos - Always there when needed!
Quote from NudeRaider
I don't understand it. What does it do? What does the EUD read?
What is with this freeze? You create a civ and disable it. What about it?
And then you kill all [any] unit of All Players... doesn't that destroy the game for everyone?
Quote from Apos
What I decided to do instead of detecting the hack was to detect an action that could only happen when the hack in on. In this map, I decided to detect a selection of a unit the is not supposed to be seen without a hack on.

To make it work, I place a lot of lifted flying buildings (Starport working perfectly in my case) to hide the player from being able to see under them. Once all my buildings are placed, I put a map revealer for player 15 (It will make all buildings placed before it invisible without a map hack.). Usually, it speeds up the map, but since I placed so much buildings, it creates just enough lag so it's almost unnoticeable.

Apos - Always there when needed!

PS1: Basing on my idea, it could be easy to find out more ways to detect other parts of the hack.
PS2: Unit selection is shared, but not the selection of a unit type.
Quote from NudeRaider
Okay thanks so far, that partly explains the first 2 questions. So you detect If any of the starports gets selected? What if I just draw a selection box? Wouldn't it just select the unit underneath?
Also what do you move the buildings around for? Is it just leftover from your map or does it actually have a use/is it necessary for the anti-hack?

And what about the other questions?
Quote
What is with this freeze? You create a civ and disable it. What about it?
And then you kill all [any] unit of All Players... doesn't that destroy the game for everyone?
Quote from Apos
For the moving: For the game I was making, I wanted to create a barrack at each player location, so I stacked a prison cell and moved it so I could move my barrack over the xel naga tower.
For the civilian: I spam disable it since it can crash any hack even Freedom.
The startports are there to hide the minimap so a player that is hacking can't see anything else. As soon as a Starport is selected, game crashes. I guess if I could find an other way to make it crash without having to detect a selection, it could be even better.
Quote from NudeRaider
Okay I got a fair idea of your anti-hack now. The core is that you found a way to make flying buildings invisible.
It is indeed a good idea but unfortunately limits the map greatly. I couldn't use it in any of my maps as it both prevents air units and detectors.
Thanks for sharing it anyway.
Quote from Apos
According to all my testings, it didn't make any differences with air units and they are not detectable with detectors (Only hackers can see them).

Apos
Quote from NudeRaider
So you can create air units despite air space filled by these buildings? And air units are not pushed off by them?
That'll be amazing. And not detectable by detectors is also great.
Quote from Apos
Air units won't get pushed. The only problem with the air units was that you need to set one spot somewhere on the map where there won't be any Starport so that they can be created (If not, it will display an error.).

Apos

Sorry for the download site... I'll soon find something better.

Post has been edited 1 time(s), last time on Sep 2 2011, 11:47 pm by Apos. Reason: Changed the download link




Sep 15 2010, 12:43 am FoxWolf1 Post #6



Sounds interesting, but the lag and unit usage that you describe sound like very significant disadvantages. In addition, if you're depending on the P15 map revealer trick, your map won't be able to be made Mac-compatible, unlike either traditional crashing antihacks or the now-obsolete Mac-friendly EUD antihack developed by Tank_7 (with a little input from myself). I can see certain situations in which your antihack could be worth it, but for me, the downsides are too great to incorporate it into my map.



None.

Sep 15 2010, 12:56 am Apos Post #7

I order you to forgive yourself!

Quote from FoxWolf1
Sounds interesting, but the lag and unit usage that you describe sound like very significant disadvantages. In addition, if you're depending on the P15 map revealer trick, your map won't be able to be made Mac-compatible, unlike either traditional crashing antihacks or the now-obsolete Mac-friendly EUD antihack developed by Tank_7 (with a little input from myself). I can see certain situations in which your antihack could be worth it, but for me, the downsides are too great to incorporate it into my map.
Now that I think about it, I don't think there was lag generated. AFAIK, the only way I tested was with what was inside that map (A marine). If you know a better way of crashing, you can use that instead. (The tests should be redone.)
I'm pretty sure it's mac friendly since all it does is detect the selection which shouldn't happen under a mac. (The selection is meant to desynchronize the players that are hacking so that they can be crashed safely.)
For an unknown reason, it seems like when I tested with oblivion, I didn't even need to select the invisible building... They game instantly crashed when I turned the map-hack on.




Sep 15 2010, 12:29 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

disabled starports crash when seen. I believe that's the problem for the maphack. It's a neat idea, and I'll have to take a look at it, but it's really just a method to annoy hackers if they aren't dropped outright.



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

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[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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