Anti MH for the Mini Map

General talk about editing, cheating, and deprotecting maps.

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m2tm
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Re: Anti MH for the Mini Map

Post by m2tm »

yeah.. I'm considering just having it continuously ping locations of visible units with the colour of the player who owns that unit. It would make it so that the only thing a maphacker could do is detect pings.

I'll have to play with it and see if it is feasible or not though... If it's too ugly... Well, that would be a shame.

Oki doki. I found the textures I needed to replace by scanning the .mpq file. Now I've got pings that look like units on a minimap :)

The time difference was such that I wanted to let people know I made a new post... Does editing do that?

Anyway. Xanton, I know you could probably figure it out yourself and implement... But I've got a working script and working .blp files here for a completely functional minimap AMH... Works against shadowfrench anyway.

I don't know if it would be wise to just make it any more public than it is I don't know who might gank it and find a way around it...

The only drawback to this is that all units appear the same size. If you wanted or needed heros to appear properly you could edit the flashy one and overwrite the sound with a blank sound... but then player pings would look like a block and not sound either.

Anyway, pm me if you are interested. As far as I know this is the first time anybody has ever created an anti maphack against the minimap.

Why am I offering? Just because I know you are interested in anti maphack techniques and have your own... And I support anti-hacking because maphacks ruin games for people much as gold cheats etc.
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Re: Anti MH for the Mini Map

Post by Dekar »

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m2tm wrote:[blinking]Xanton[/blinking]
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weirdone2
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Re: Anti MH for the Mini Map

Post by weirdone2 »

Have you tested lag issues with that system, I imagine after a player starts seeing 40+ units it could be a lil hectic lolz. Though a possible way around this is if you can change the ping img after already assigning it an img then you could have seperate imges and if say 10 units are located near each other use one bigger ping img for those 10 would also look nicer, though again this is only if your able to reassign an img to it.

BTW: good thinking.
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Xantan
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Re: Anti MH for the Mini Map

Post by Xantan »

I don't really care, planned to give out the terrible source to my amh map soon anyways. =/
m2tm
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Re: Anti MH for the Mini Map

Post by m2tm »

weirdone2 wrote:Have you tested lag issues with that system, I imagine after a player starts seeing 40+ units it could be a lil hectic lolz. Though a possible way around this is if you can change the ping img after already assigning it an img then you could have seperate imges and if say 10 units are located near each other use one bigger ping img for those 10 would also look nicer, though again this is only if your able to reassign an img to it.

BTW: good thinking.

You're limited to 3 types of pings... One is a warning which just uses the basic ping with a big target that scales largely onto it... The other two are the basic one and the exclamation mark. So you could overwrite the exclamation mark with a large square and use it to group units and the small one for individuals. I'm running my trigger every .4 seconds and testing lag... It'll take a couple versions before I find a good lag/quality compromise... But it works... I was super tired last night and only tested with myself (too few people around really) and released the buggy 1.41 which causes a server split, but 1.415 fixes the split and uses isunitfogged instead of isunitvisible.

For my map, there are potential lag issues, but I'll deal with them if/when I encounter them until we get good results. I figured 2.5 times a second for cycling the units of the map isn't that bad when all we're doing is a simple if/then and displaying a very basic textured quad. Most computers should be able to handle that... But lag might be an issue...

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weirdone2
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Re: Anti MH for the Mini Map

Post by weirdone2 »

hmm you made me search twine :P Though I have to say usually I play with allrite hosts you only need to be able to upload around 20kb to be a perfect host in connection speed at least. Though sadly i've played with a dude who had one hell of a sucky processor, I couldn't not drop him. o.0
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Xantan
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Re: Anti MH for the Mini Map

Post by Xantan »

isunitinvisible isunitvisible isunitfogged and such will all be unaccurate. ive pretty much fixed this in my amh though

also, why do it so often? really just do it once every few mins, and of course, near the start of the game.
m2tm
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Re: Anti MH for the Mini Map

Post by m2tm »

Yeah, I noticed this with my anti mh as well. Very inaccurate and it's annoying but I got around it in my latest versions of it.

As for the anti mini map hack... It isn't perfect, I'm experimenting with it and 10 pings seem to be the max allowed pings at any one precise time. But maybe I can either get around it or find another method. The anti mini maphack doesn't detect hackers. It just disallows vision of any units except those you ping. It's simple, but effective against shadowfrench.

I'm thinking if I can't make it look good enough maybe I can have it switch back to showing the units on the minimap after 5 minutes or so, or maybe I should just hide the units and flash those ones which would be much much easier than trying to ping an entire base worth the stuff.

I just finished moving and got back to this. Anyway, my conclusion is that this method will work amazingly for games such as pudge wars, dota, sheep tag, and pretty much any other map which has a primary unit for each player. It will not work as well for games in which there are many units and an element of surprise is still important.

I think that dota especially would benefit from this technique.

I've finally got this implemented right after a lot of testing and I have decided to use this for the worker and vampire units only.
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AlucardHellsing
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Re: Anti MH for the Mini Map

Post by AlucardHellsing »

m2tm...

if you make another of those laggy triggers u will lose ur few % people who still like ur map cause they have ubber comps, if u add lag then no comps will support ur map.. care about that <.< goodluck
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but it's to play it hacked, and let others tink they can win.
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colmo
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Re: Anti MH for the Mini Map

Post by colmo »

I havnt noticed his maps lagging recently
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