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United Warcraft 3 map hacking!
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PostPosted: June 4th, 2007, 10:56 pm 
I think I can rephrase this...

Xantan wrote:
If the player sees the invisible unit EVER in the game with map hack, you will crash.

If the player does not see the unit you don't crash (IE if you map hack - and you don't normally see it, but with map hack you do, - it should crash) If you do see an invisible unit without map-hack, you must have some sort of detecting item or ability.


That's what you meant, right Xantan?

And, for Dekar's question: If the detecting/hacking unit has Gem of True Sight, this won't even bother checking the detecting unit because Warcraft III automatically classifies that the unit can see invisibility, meaning that the trigger wouldn't even check the unit because Warcraft III already classified the unit with the Gem of True Sight able to see invisibility. Or, that's how it should be, Xantan might've made it weird, so I'm not entirely sure.


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PostPosted: June 4th, 2007, 11:27 pm 
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I tested the damn thing and changed the crashing to game messages

1=detected
2=not

if I ever saw the unit ingame it said detected regardless of whether i had see invis or not

if I didnt see it it said not detected - also if it was too far away and i had mh on i wouldnt crash

or if I didnt normally see it with mh - you HAVE to see the thing for it to crash you... and unless its invis... and even if it is invis...

god I cant even explain it - anyways its worthless :p

I've already made better.


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PostPosted: June 5th, 2007, 1:08 am 
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hmm yeah... i think it will loop all the time and cause uber memory leak for my enemy so yeah i like it XD

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PostPosted: June 5th, 2007, 12:39 pm 
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Joined: May 31st, 2007, 12:31 pm
Posts: 44
lol.
I tried to put it on my map, but my lame jass "skills" suck.
Can anybody fix it? :P
Here's my edition:
Code:
globals
    trigger gg_trg_AntiMapHack = null
    unit    udg_u
    real   udg_t
endglobals

constant function AntiHackDummy takes nothing returns integer
    return 'e000'
endfunction

function SafeVision takes nothing returns nothing
    call SetUnitAnimationByIndex(udg_u,1)
endfunction

function Anim takes nothing returns nothing
    set udg_t=udg_t+0.001
    if udg_t==0.025 or (IsUnitVisible(udg_u,GetLocalPlayer()) and udg_t<0.025) then
        call SetUnitAnimationByIndex(udg_u,1)
    endif
endfunction

function AntiMapHackTime takes timer t returns nothing
    set udg_t=0.
    call TimerStart(t,0.001,true,function Anim)
    call TriggerSleepAction(0.)
    call RemoveUnit(udg_u)
    call PauseTimer(t)
    call DestroyTimer(t)
endfunction

function Trig_AntiMapHack_Actions takes nothing returns nothing
    set udg_u=CreateUnit(Player(13),AntiHackDummy(),GetCameraTargetPositionX(),GetCameraTargetPositionY(),0)
    if not(IsUnitVisible(udg_u,GetLocalPlayer())) then
        call SetUnitAnimationByIndex(udg_u,0)
    else
        call SetUnitAnimationByIndex(udg_u,1)
    endif
    call AntiMapHackTime(CreateTimer())
endfunction

//===========================================================================
function InitTrig_AntiMapHack takes nothing returns nothing
    set gg_trg_AntiMapHack = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic( gg_trg_AntiMapHack, 2.00 )
    call TriggerAddAction( gg_trg_AntiMapHack, function Trig_AntiMapHack_Actions )
endfunction

Pretty much the same, but fixed errors with jasscraft...


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PostPosted: June 5th, 2007, 5:46 pm 
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Joined: February 27th, 2007, 11:17 pm
Posts: 50
Actually for me worked fine .. I used SF Maphack and crashed my game... I Wearer a Gem of True Sight and didn't crash me. I think that works fine.

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PostPosted: June 5th, 2007, 7:49 pm 
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you gotta add two globals xeydo..

and yeah its... still lame though to have units popping up owned by hostile all over me

also if you only see it for a split second and then it gets fogged oyu should crash regardless of mh.. =/ just like the old bug with my detector


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 Post subject:
PostPosted: June 5th, 2007, 10:17 pm 
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Joined: February 27th, 2007, 11:17 pm
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Xantan wrote:
you gotta add two globals xeydo..

and yeah its... still lame though to have units popping up owned by hostile all over me

also if you only see it for a split second and then it gets fogged oyu should crash regardless of mh.. =/ just like the old bug with my detector


Actually that's why there's a wait there ^^ Waits some second for it was lag, anyway mayb u are right

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PostPosted: June 6th, 2007, 10:14 am 
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Joined: May 31st, 2007, 12:31 pm
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Xantan wrote:
you gotta add two globals xeydo..

Can you fix my code? pls? ^^


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