[Request] Best Protection

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franz_json
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Joined: August 19th, 2008, 4:48 pm

[Request] Best Protection

Post by franz_json »

Greetings Guys!

Hi!, is there any best map protection tools....
how can I protect a map with the JJCP and all other cheat pack,
and prevent x-deprotect that you can't use to deprotect a map,
and also prevent all other deprotecting tools.....
Is there a possible to do this? Pls teach me how do to it....

PS:
Where the best type of protection is one which follows these rules, in order of priority:

1. Hard to Unprotect
2. Map size
3. Loading time

#1 is the highest priority
Pls guide me step by step....... Thanks!

I hope that you can help me it would mean alot to me. Thanks!
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Kai
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Joined: January 18th, 2009, 2:29 pm
Title: Kookibuzation
Location: Kooki Corporation

Re: [Request] Best Protection

Post by Kai »

Optimiser is good for size ect ...
Use anti-mh system (it is every where)
If you want , i have idea for gold / wood / food

Code: Select all

Player property add 150 gold
Integer[1] = Integer[1] + 150

Code: Select all

Every 0.01
If
Gold Player is not egal to Integer[1]
Player propety gold = integer[1]
BUT It very very because :
If you don't click me/kill a Unit (ALL UNITS MUST BE DECLARED WITH invalid)
If you don't click me a structure (ALL STRUCTURE MUST BE DECLARED WITH invalid)
If you don't click me a Item (ALL ITEMS MUST BE DECLARED WITH invalid)
ect ...
And for sell too
And if player give gold ... :roll:
It works but it long ...

Other Idea
When you have finish your map
All variable / trigger = Untiled 1 , 2 , 3 ...

Other strange idea
I Didn't try !

If you takes all script to your map , [copy]
you delete all
And insert [colly] like cheat ?
You can't edit no ?
I Didn't try !²

If I have other Idea (but Ideas are strange =D) ;p
I am not a hacker , I don't know what is hard and not hard
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storyyeller
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Joined: February 15th, 2009, 9:08 pm

Re: [Request] Best Protection

Post by storyyeller »

There is really nothing you can do to prevent people from deprotecting your map

If you obfuscate it, you can make it almost impossible to edit, but I have yet to see any maps do this (besides renaming everything, which the optimizers do automatically), because it takes a lot of work to obfuscate things my hand.

I'm actually thinking of creating a demonstration map when I get enough time. I have a lot of ideas
However, even the best obfuscation can still be dealt with if you are sufficiently determined.
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Risen
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Re: [Request] Best Protection

Post by Risen »

I don't think the public has access to the 'Good' protections, Such as a few H2I exploits.

The best tip I can give is, Use your imagination.
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Wanna learn to hack maps? --> Guide
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SpEeDyG.
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Re: [Request] Best Protection

Post by SpEeDyG. »

If the map can be played in wc3 it Can be cheated such as a flawless protection does not exist (Yet!)
For The Win!
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Risen
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Re: [Request] Best Protection

Post by Risen »

Or that you know of. ;)

Nobody is going to publicize anything good because it'll make it too troublesome to crack maps.
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Wanna learn to hack maps? --> Guide
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Senethior459
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Re: [Request] Best Protection

Post by Senethior459 »

Or because if they tell us how to do it, it's easier to figure out how to undo.
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Risen
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Re: [Request] Best Protection

Post by Risen »

Exactly.
Oh and my friend has a rather clever protection.. If you use xdep on a map, something in the .doo file bugs up and the map practically takes days to load, I'm going to have him implement it into my map. =)
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Wanna learn to hack maps? --> Guide
rapt3r
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Re: [Request] Best Protection

Post by rapt3r »

The Best is probably by hand >.>
i imagine using a jass OB a generic Map Protector such as Vexs and doing a hex edit which corrupts the header would make it beyond most protectors cause Xdep doesn't fix the header or the OB as far as im aware
the only protection that blocks all hacking is one that wont allow WC3 Playing :P
storyyeller
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Posts: 178
Joined: February 15th, 2009, 9:08 pm

Re: [Request] Best Protection

Post by storyyeller »

Using bytecode is a pretty close second though. I still have no clue how the triggers in Crock's map work.