Hi guys, i just wan ask how to add anti-maphack to all map ! Like this Dota allstars v6.49b AMH ! All can help search this map got edit what then it Anti-maphack! Then teach us to make our Map Anti map hack!
Joined: February 1st, 2007, 4:11 pm Posts: 2513 Location: NEVADA
doesn't kick me... lol its made in gui...
but how to add this shitty system, made by a noob:
globals
Spoiler:
real udg_AMHS_FogPeriodicTimer=0 rect udg_AMHS_FogLightningRectangle=null boolean udg_AMHS_FogDisableSingle=false real udg_AMHS_FogY=0 real udg_AMHS_FogX=0 lightning udg_AMHS_FogCurrentBolt=null integer udg_AMHS_DummyId=0 boolean udg_AMHS_InvisDetect=false unit udg_AMHS_D1=null unit udg_AMHS_D2=null integer udg_AMHS_InvisBuffer=0 boolean udg_AMHS_SharedVision=false real udg_AMHS_InvisX=0 real udg_AMHS_InvisY= 0 real udg_AMHS_InvisPeriodicTimer = 0 rect udg_AMHS_InvisLightningRectangle = null player array udg_AMHS_AnalysePlayers integer udg_AMHS_MaxPlayers=0 boolean udg_AMHS_InGame=false gamecache udg_AMHS_Cache=null boolean udg_AMHS_InGameOutPut=false timer udg_AMHS_FogTimer=null timer udg_AMHS_InvisTimer=null trigger gg_trg_FogDetect_Engine=null trigger gg_trg_FogDetect_Required_Variables=null trigger gg_trg_InvisDetect_Engine=null trigger gg_trg_InvisDetect_Required_Variables=null trigger gg_trg_Initilize_Systems=null trigger gg_trg_Initilize_Replay_Detect=null integer lightning_area_rotator=0
functions (below endglobals)
Spoiler:
function InitGlobals takes nothing returns nothing local integer i = 0 set udg_AMHS_FogPeriodicTimer = 0 set udg_AMHS_FogDisableSingle = false set udg_AMHS_FogY = 0 set udg_AMHS_FogX = 0 set udg_AMHS_DummyId = 0 set udg_AMHS_InvisDetect = false set udg_AMHS_InvisBuffer = 0 set udg_AMHS_SharedVision = false set udg_AMHS_InvisX = 0 set udg_AMHS_InvisY = 0 set udg_AMHS_InvisPeriodicTimer = 0 set udg_AMHS_MaxPlayers = 0 set udg_AMHS_InGame = false set udg_AMHS_InGameOutPut = false set udg_AMHS_FogTimer = CreateTimer() set udg_AMHS_InvisTimer = CreateTimer() endfunction
function AMHS_SortPlayersEnemy takes nothing returns string local integer counter = 1 local integer firstplayer local string output
loop exitwhen counter > 12 if (GetPlayerSlotState(Player(counter -1)) == PLAYER_SLOT_STATE_PLAYING) and (GetPlayerController(Player(counter - 1)) == MAP_CONTROL_USER) then set firstplayer = counter - 1 set output = I2S(firstplayer) set counter = 13 endif set counter = counter + 1 endloop
set counter = 1
loop exitwhen counter > (12 - firstplayer) if IsPlayerEnemy(Player(firstplayer),Player(counter + firstplayer)) and IsPlayerAlly(Player(counter - 1 + firstplayer),Player(counter + firstplayer)) == false then set output = output + ";" + I2S(counter + firstplayer) endif set counter = counter + 1 endloop set counter = 0 set firstplayer = 0 return output
endfunction
function AMHS_TopRight takes nothing returns rect local rect r = bj_mapInitialPlayableArea local real MaxX = GetRectMaxX(r) local real MaxY = GetRectMaxY(r) local rect output = Rect(MaxX - 3,MaxY - 3,MaxX,MaxY) set MaxX = 0 set MaxY = 0 set r = null return output endfunction
function AMHS_TopLeft takes nothing returns rect local rect r = bj_mapInitialPlayableArea local real MinX = GetRectMinX(r) local real MaxY = GetRectMaxY(r) local rect output = Rect(MinX,MaxY - 3,MinX + 3,MaxY) set MinX = 0 set MaxY = 0 set r = null return output endfunction
function AMHS_BottomRight takes nothing returns rect local rect r = bj_mapInitialPlayableArea local real MaxX = GetRectMaxX(r) local real MinY = GetRectMinY(r) local rect output = Rect(MaxX - 3,MinY,MaxX,MinY + 3) set MaxX = 0 set MinY = 0 set r = null return output endfunction
function AMHS_BottomLeft takes nothing returns rect local rect r = bj_mapInitialPlayableArea local real MinY = GetRectMinY(r) local real MinX = GetRectMinX(r) local rect output = Rect(MinX,MinY + 3,MinX + 3,MinY) set MinX = 0 set MinY = 0 set r = null return output endfunction
function AMHS_GetSyncedCameraX takes player p returns real local real output = 99999999 if GetLocalPlayer() == p then set output = GetCameraTargetPositionX() endif return output endfunction
function AMHS_GetSyncedCameraY takes player p returns real local real output = 99999999 if GetLocalPlayer() == p then set output = GetCameraTargetPositionY() endif return output endfunction
function AMHS_IsInGame takes nothing returns boolean local boolean output local integer counter = 1 local real currentx local real currenty local real x local real y local integer validplayer set udg_AMHS_InGameOutPut = false
loop exitwhen counter > 12 if GetPlayerSlotState(Player(counter - 1)) == PLAYER_SLOT_STATE_PLAYING and (GetPlayerController(Player(counter - 1)) == MAP_CONTROL_USER) then set validplayer = counter - 1 set counter = 13 endif set counter = counter + 1 endloop
set currentx = AMHS_GetSyncedCameraX(Player(validplayer)) set currenty = AMHS_GetSyncedCameraY(Player(validplayer))
call PauseGame(true) call TriggerSleepAction(0)
if currentx != 99999999 and currenty != 99999999 then call SetCameraPositionForPlayer(Player(validplayer),currentx+1,currenty + 1) endif
call TriggerSleepAction(0) call PauseGame(false)
set x = AMHS_GetSyncedCameraX(Player(validplayer)) if GetLocalPlayer() == Player(validplayer) then if x == currentx + 1 then set udg_AMHS_InGameOutPut = false else set udg_AMHS_InGameOutPut = true endif endif if x != 99999999 then call SetCameraPositionForPlayer(Player(validplayer),currentx,currenty) endif set counter = 0 set x = 0 set y = 0 set currentx = 0 set currenty = 0 set validplayer = 0 return udg_AMHS_InGameOutPut endfunction
function AMHS_ReplayEngine takes nothing returns nothing set udg_AMHS_InGame = AMHS_IsInGame() endfunction
function AMHS_DisableFogEngine takes nothing returns nothing call PauseTimer(udg_AMHS_FogTimer) endfunction
function AMHS_EnableFogEngine takes nothing returns nothing call ResumeTimer(udg_AMHS_FogTimer) endfunction
function AMHS_DisableInvisEngine takes nothing returns nothing call PauseTimer(udg_AMHS_InvisTimer) endfunction
function AMHS_EnableInvisEngine takes nothing returns nothing call ResumeTimer(udg_AMHS_InvisTimer) endfunction
function AMHS_FogSetValues takes nothing returns nothing set udg_AMHS_FogPeriodicTimer = 3 set udg_AMHS_FogLightningRectangle = AMHS_TopRight() set udg_AMHS_FogDisableSingle = true endfunction
function AMHS_FogBoltDestroyer takes nothing returns nothing local timer t = GetExpiredTimer() call PauseTimer(t) call DestroyTimer(t) call DestroyLightning(udg_AMHS_FogCurrentBolt) endfunction
function AMHS_FogBoldDestroyerTimer takes nothing returns nothing local timer t = CreateTimer() call TimerStart(t,udg_AMHS_FogPeriodicTimer - 0.01,true,function AMHS_FogBoltDestroyer) endfunction
function AMHS_FOG_Check takes nothing returns nothing local fogmodifier temp = null local integer counter = 1 local integer counter2 local boolean check local unit dummy local real x local real y local string EnemyPlayers local player array AnalysePlayers local integer i=0 local integer st local string c local integer maxplayers
set lightning_area_rotator = lightning_area_rotator + 1
//rotate the lightning area if lightning_area_rotator == 0 then set udg_AMHS_FogLightningRectangle = AMHS_TopLeft() elseif lightning_area_rotator == 1 then set udg_AMHS_FogLightningRectangle = AMHS_TopRight() elseif lightning_area_rotator == 2 then set udg_AMHS_FogLightningRectangle = AMHS_BottomRight() elseif lightning_area_rotator == 3 then set udg_AMHS_FogLightningRectangle = AMHS_BottomLeft() set lightning_area_rotator = 0 endif
loop exitwhen counter > 12 if GetPlayerSlotState(Player(counter -1)) == PLAYER_SLOT_STATE_PLAYING then if IsVisibleToPlayer(udg_AMHS_FogX,udg_AMHS_FogY,Player(counter-1)) then set temp = CreateFogModifierRect(Player(counter -1),FOG_OF_WAR_MASKED,udg_AMHS_FogLightningRectangle,true,false) endif set udg_AMHS_FogCurrentBolt = AddLightning("AMHS", true,udg_AMHS_FogX,udg_AMHS_FogY,udg_AMHS_FogX,udg_AMHS_FogY) if temp != null then call DestroyFogModifier(temp) endif call ExecuteFunc("AMHS_FogBoldDestroyerTimer") endif set counter = counter + 1 endloop set counter = 0 endfunction
function AMHS_FogClearVariables takes nothing returns nothing set udg_AMHS_FogCurrentBolt = null set udg_AMHS_FogPeriodicTimer = 0 call RemoveRect(udg_AMHS_FogLightningRectangle) set udg_AMHS_FogDisableSingle = false set udg_AMHS_FogX = 0 set udg_AMHS_FogY = 0 endfunction
function AMHS_FogEngineStarter takes nothing returns nothing set udg_AMHS_FogTimer = CreateTimer() if bj_isSinglePlayer and udg_AMHS_FogDisableSingle then call ExecuteFunc("AMHS_FogClearVariables") else call ExecuteFunc("AMHS_FogSetValues") set udg_AMHS_FogX = GetRectMinX(udg_AMHS_FogLightningRectangle) + 1.5 set udg_AMHS_FogY = GetRectMinY(udg_AMHS_FogLightningRectangle) + 1.5 call TimerStart(udg_AMHS_FogTimer,udg_AMHS_FogPeriodicTimer, true, function AMHS_FOG_Check) endif endfunction
function AMHS_FogDetectEngine takes nothing returns nothing if udg_AMHS_InGame != true then call ExecuteFunc("AMHS_FogEngineStarter") else call ExecuteFunc("AMHS_FogClearVariables") endif endfunction
function InitTrig_FogDetect_Engine takes nothing returns nothing set gg_trg_FogDetect_Engine = CreateTrigger( ) endfunction
function Trig_FogDetect_Required_Variables_Actions takes nothing returns nothing set udg_AMHS_InGame = false set udg_AMHS_Cache = GetLastCreatedGameCacheBJ() set udg_AMHS_FogPeriodicTimer = 0.00 set udg_AMHS_FogLightningRectangle = GetPlayableMapRect() set udg_AMHS_FogDisableSingle = true set udg_AMHS_FogCurrentBolt = GetLastCreatedLightningBJ() set udg_AMHS_FogX = 0.00 set udg_AMHS_FogY = 0.00 set udg_AMHS_FogTimer = GetLastCreatedTimerBJ() endfunction
function InitTrig_FogDetect_Required_Variables takes nothing returns nothing set gg_trg_FogDetect_Required_Variables = CreateTrigger( ) call TriggerAddAction( gg_trg_FogDetect_Required_Variables, function Trig_FogDetect_Required_Variables_Actions ) endfunction
function AMHS_InvisSetValues takes nothing returns nothing set udg_AMHS_InvisPeriodicTimer = 0.5 set udg_AMHS_InvisLightningRectangle = AMHS_TopLeft() set udg_AMHS_InvisBuffer = 20 set udg_AMHS_SharedVision = true set udg_AMHS_DummyId = 'h000' endfunction
function AMHS_Invis_Check takes nothing returns nothing local integer counter = 1 local integer counter2 = 1 local boolean check local unit dummy local real x local real y local fogmodifier temp if udg_AMHS_SharedVision then set check = false loop exitwhen counter > udg_AMHS_MaxPlayers set temp = CreateFogModifierRect(udg_AMHS_AnalysePlayers[counter -1],FOG_OF_WAR_VISIBLE,udg_AMHS_InvisLightningRectangle,true,false) set udg_AMHS_D1 = CreateUnit(Player(15),udg_AMHS_DummyId,udg_AMHS_InvisX,udg_AMHS_InvisY,0) call UnitApplyTimedLife(udg_AMHS_D1,udg_AMHS_DummyId,0.02) if IsUnitVisible(udg_AMHS_D1,udg_AMHS_AnalysePlayers[counter - 1]) == false then set udg_AMHS_D2 = CreateUnit(Player(15),udg_AMHS_DummyId,udg_AMHS_InvisX,udg_AMHS_InvisY,0) call UnitApplyTimedLife(udg_AMHS_D2,udg_AMHS_DummyId,0.02) call IssueTargetOrderById(udg_AMHS_D1,851983,udg_AMHS_D2)
else loop exitwhen counter2 > udg_AMHS_InvisBuffer set x = GetRandomReal(GetRectMinX(bj_mapInitialPlayableArea), GetRectMaxX(bj_mapInitialPlayableArea)) set y = GetRandomReal(GetRectMinY(bj_mapInitialPlayableArea), GetRectMaxY(bj_mapInitialPlayableArea)) set udg_AMHS_D1 = CreateUnit(Player(15),udg_AMHS_DummyId,x,y,0) call UnitApplyTimedLife(udg_AMHS_D1,udg_AMHS_DummyId,0.02) if IsUnitVisible(udg_AMHS_D1,udg_AMHS_AnalysePlayers[counter - 1]) == false then set check = true set counter2 = udg_AMHS_InvisBuffer + 1 set udg_AMHS_D2 = CreateUnit(Player(15),udg_AMHS_DummyId,x,y,0) call UnitApplyTimedLife(udg_AMHS_D2,udg_AMHS_DummyId,0.02) endif set counter2 = counter2 + 1 endloop if check then
set counter = 1 set check = false loop exitwhen counter > 12 set temp = CreateFogModifierRect(Player(counter -1),FOG_OF_WAR_VISIBLE,udg_AMHS_InvisLightningRectangle,true,false) set udg_AMHS_D1 = CreateUnit(Player(15),udg_AMHS_DummyId,udg_AMHS_InvisX,udg_AMHS_InvisY,0) call UnitApplyTimedLife(udg_AMHS_D1,udg_AMHS_DummyId,0.02) if IsUnitVisible(udg_AMHS_D1,Player(counter - 1)) == false then set udg_AMHS_D2 = CreateUnit(Player(15),udg_AMHS_DummyId,udg_AMHS_InvisX,udg_AMHS_InvisY,0) call IssueTargetOrderById(udg_AMHS_D1,851983,udg_AMHS_D2)
call UnitApplyTimedLife(udg_AMHS_D2,udg_AMHS_DummyId,0.02) else loop exitwhen counter2 > udg_AMHS_InvisBuffer set x = GetRandomReal(GetRectMinX(bj_mapInitialPlayableArea), GetRectMaxX(bj_mapInitialPlayableArea)) set y = GetRandomReal(GetRectMinY(bj_mapInitialPlayableArea), GetRectMaxY(bj_mapInitialPlayableArea)) set udg_AMHS_D1 = CreateUnit(Player(15),udg_AMHS_DummyId,x,y,0) call UnitApplyTimedLife(udg_AMHS_D1,udg_AMHS_DummyId,0.02) if IsUnitVisible(udg_AMHS_D1,Player(counter - 1)) == false then set check = true set counter2 = udg_AMHS_InvisBuffer + 1 set udg_AMHS_D2 = CreateUnit(Player(15),udg_AMHS_DummyId,x,y,0) call UnitApplyTimedLife(udg_AMHS_D2,udg_AMHS_DummyId,0.02) endif set counter2 = counter2 + 1 endloop if check then call IssueTargetOrderById(udg_AMHS_D1,851983,udg_AMHS_D2)
function AMHS_InvisClearVariables takes nothing returns nothing set udg_AMHS_InvisX = 0 set udg_AMHS_InvisY = 0 set udg_AMHS_InvisPeriodicTimer = 0 call RemoveRect(udg_AMHS_FogLightningRectangle) set udg_AMHS_SharedVision = false endfunction
function AMHS_InvisEngineStarter takes nothing returns nothing local string EnemyPlayers local integer counter = 1 local integer i=0 local integer st local string c set udg_AMHS_InvisTimer = CreateTimer() call ExecuteFunc("AMHS_InvisSetValues") set udg_AMHS_InvisX = GetRectMinX(udg_AMHS_InvisLightningRectangle) + 1.5 set udg_AMHS_InvisY = GetRectMinY(udg_AMHS_InvisLightningRectangle) + 1.5 set EnemyPlayers = AMHS_SortPlayersEnemy() if udg_AMHS_SharedVision then set EnemyPlayers=EnemyPlayers+";" set st=0 loop set c=SubString(EnemyPlayers, i, i+1) exitwhen (c == "") or (c == null) if (c == ";") then set udg_AMHS_AnalysePlayers[counter - 1] = Player(S2I(SubString(EnemyPlayers, st, i))) set counter = counter + 1 set st=i+1 endif set i=i+1 endloop set udg_AMHS_MaxPlayers = counter endif call TimerStart(udg_AMHS_InvisTimer,udg_AMHS_InvisPeriodicTimer, true, function AMHS_Invis_Check) endfunction
function AMHS_InvisDetectEngine takes nothing returns nothing if udg_AMHS_InGame != true then call ExecuteFunc("AMHS_InvisEngineStarter") else call ExecuteFunc("AMHS_InvisClearVariables") endif endfunction
function InitTrig_InvisDetect_Engine takes nothing returns nothing set gg_trg_InvisDetect_Engine = CreateTrigger( ) endfunction
function Trig_InvisDetect_Required_Variables_Actions takes nothing returns nothing set udg_AMHS_InvisTimer = GetLastCreatedTimerBJ() set udg_AMHS_SharedVision = false set udg_AMHS_D1 = GetLastCreatedUnit() set udg_AMHS_D2 = GetLastCreatedUnit() set udg_AMHS_DummyId = 0 set udg_AMHS_AnalysePlayers[0] = GetEnumPlayer() set udg_AMHS_MaxPlayers = 0 set udg_AMHS_InGame = false set udg_AMHS_Cache = GetLastCreatedGameCacheBJ() set udg_AMHS_InvisPeriodicTimer = 0.00 set udg_AMHS_InvisLightningRectangle = GetPlayableMapRect() set udg_AMHS_InvisX = 0.00 set udg_AMHS_InvisY = 0.00 set udg_AMHS_InvisBuffer = 0 endfunction
function InitTrig_InvisDetect_Required_Variables takes nothing returns nothing set gg_trg_InvisDetect_Required_Variables = CreateTrigger( ) call TriggerAddAction( gg_trg_InvisDetect_Required_Variables, function Trig_InvisDetect_Required_Variables_Actions ) endfunction
function main (place locals with locals, place inittrigs at bottom
Spoiler:
local weathereffect we local player p local unit u local integer unitID local trigger t local real life local integer OO0IO0 local integer IIOO11O local version v local integer I01O1O local integer i
call InitCustomTriggers()
That should do it, though you may need units/a object from the map... bah too lazy to look..
Joined: October 21st, 2007, 6:17 am Posts: 932 Location: WorLd Of WaRcrAfT
Title: 11
Umm does that thrigers for anti maphack work?Or i will use it for nothing?
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