It'd be somewhere more around
Set ((A)RandomInteger(1-400)
DamageUnit(GetTargetedUnit) for ((Integer (A)) in radius (1))
Anyways, who the hell cares, that's not the point of this topic.
The point is, no, it can't be done.
Basically, when Wc3 rolls/uses a trigger for damage, it calls it from
the map's data. The data is on EVERYONE'S COMPUTER. (Hence, they have the map...)
So messing with it and changing it = epic failz0rz.
Can this be done in a collided map?
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Re: Can this be done in a collided map?

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Re: Can this be done in a collided map?
It's this line in the JASS I'm interested in. How is the random rolled and how is it synced on all clients. The original idea was that for example if the call to RandomInteger returns 400 how will it affect the clients? I may be wrong but I can only think of 1 "secure" way to do it. That would be that a timestamp is used as a seed of the randomiser. If it uses a less secure method (host sends seed etc) then this is exploitable.Kryptonyte wrote:It'd be somewhere more around
Set ((A)RandomInteger(1-400)
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Re: Can this be done in a collided map?
Hey, for being a failure at triggers, I was pretty damned close.
In response to the randomization or whatever, I believe that it would be done on the person casting the spell as well as the person brig affected. Again, that's just a guess. It would make sense though seeing as how this would make it so that there is none of this collidable cheating, lol.
In response to the randomization or whatever, I believe that it would be done on the person casting the spell as well as the person brig affected. Again, that's just a guess. It would make sense though seeing as how this would make it so that there is none of this collidable cheating, lol.
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Re: Can this be done in a collided map?
You never know that he never know, lolpatrick-the-bomb wrote:Well, you never know.
=/
The chances do deal dmg between 1-400 are almost balanced. If you wanna edit it in a way that it will only do 350 damage or above in a collided map. Then you should realise that among all 10 players ONLY your computer has an imbalance counting system! So you will get a lot of leavers again. Because the others players don't like your chaeting and decide to leave the game very soon, as soon as you get a higher damage.Dontbugme wrote:It's this line in the JASS I'm interested in. How is the random rolled and how is it synced on all clients. The original idea was that for example if the call to RandomInteger returns 400 how will it affect the clients?Kryptonyte wrote:It'd be somewhere more around
Set ((A)RandomInteger(1-400)
And yes they are leavers not disconnected players because my wc3 game told me so. It said " PLayer XXX has left the game."
I would believe wc3 because Blizzard won't lie to me!!!!!!!!!!!!!!!!
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Re: Can this be done in a collided map?
I would like to point out to everyone that even if they're disconnected, it says that they left the game. Blizzard doesn't lie: They did leave, just not of their own choice.
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Re: Can this be done in a collided map?
Btw, next time you have more than one Super-Mod telling you how it will work, just listen to them, okay?Dontbugme wrote:It's this line in the JASS I'm interested in. How is the random rolled and how is it synced on all clients. The original idea was that for example if the call to RandomInteger returns 400 how will it affect the clients? I may be wrong but I can only think of 1 "secure" way to do it. That would be that a timestamp is used as a seed of the randomiser. If it uses a less secure method (host sends seed etc) then this is exploitable.Kryptonyte wrote:It'd be somewhere more around
Set ((A)RandomInteger(1-400)

Made by the late ILikeHacking
My quote from SKillER
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