In the appropriate notepad file, the count can be changed to whatever a player wishes simply by editing the file. Is there an effective way to help prevent this? Surely there is no way to completely defend against cheaters, but to at least not make doing so, so easy?
Use the built in bank signatures and signature validation, that way modifying the bank will prevent it from being validated unless the person manages to hack the signature, which isn't particularly easy (But possible). Another thing to do would be to use the Starcode library you can find here on mapster, it will compress and encrypt integers, making it a lot harder to modify them and also saving a lot of space.
In short encrypt the bank. Downside is it only takes about 30 seconds either way to make a code gen for an expert like my brother. Even protected maps can have the triggers extracted with ease. Once they have the triggers used to generate the bank code it is easy to make a generator.
Reason I know this is my brother tends to get peaved when there is map maker only content or his save gets corrupted due to a faulty save system, else the final rewards require an irrational amount of playing.
Use the built in bank signatures and signature validation, that way modifying the bank will prevent it from being validated unless the person manages to hack the signature, which isn't particularly easy (But possible). Another thing to do would be to use the Starcode library you can find here on mapster, it will compress and encrypt integers, making it a lot harder to modify them and also saving a lot of space.
OK, I've checked the triggers and cannot find anything about bank signatures or signature validation. Could you please be a little more specific?
The signature is a bank option. Try searching that.
OK, thanks.
I also have one more question but I figured no need to create another thread since you people are so nice.
So, my map currently has an enormous number of dialog items that are all stored in one variable with a large array size. I need to have triggers to work with them but for the life of me I cannot figure out a way to specifically refer to them in an event.
Isn't it true that if I have many triggers like the following, clicking on any dialog will cause a lot of lag because the game will need to check the conditions of every trigger? For whatever reason, I can't check the specific dialog in the event even though I have variables for them.
For example, instead of using the event "Any Unit Dies" for multiple triggers, I am able to simply put "Unit: Boss[2]" dies. Why can I not do the same with dialog items?
It won't cause lag for dialogs, and I don't think there is another way. Well, I believe 1.5 added custom trigger events, so you could make one big trigger check what dialog item it is and then activate the right event, but I honestly dont think its worth the trouble. The reason "any unit dies" would cause lags is because there's shittons of units and a lot of them die regularly (Remember that missiles are units as well?)
Also, using a variable in an event does not work unless the variable is set manually before the trigger is created (Which I don't think is possible without galaxy, apart from setting the default value of the variable). So using Boss[2] dies is the same as "Any Unit" dies I believe. I might be wrong, I'm no expert in this stuff, but that is how it works I believe. Someone else please confirm this.
There's a public bank signer out there so I wouldn't just rely on bank signatures. Some additional form of encryption or obfuscation would help much more.
It won't cause lag for dialogs, and I don't think there is another way. Well, I believe 1.5 added custom trigger events, so you could make one big trigger check what dialog item it is and then activate the right event, but I honestly dont think its worth the trouble. The reason "any unit dies" would cause lags is because there's shittons of units and a lot of them die regularly (Remember that missiles are units as well?)
Also, using a variable in an event does not work unless the variable is set manually before the trigger is created (Which I don't think is possible without galaxy, apart from setting the default value of the variable). So using Boss[2] dies is the same as "Any Unit" dies I believe. I might be wrong, I'm no expert in this stuff, but that is how it works I believe. Someone else please confirm this.
Yeah, basically what I was trying to do was figure out a way to handle units dying while avoiding "Any Unit Dies." So... I made a lot of my triggers look something like this:
Greetings,
Let's say you have a simple kill count bank.
In the appropriate notepad file, the count can be changed to whatever a player wishes simply by editing the file. Is there an effective way to help prevent this? Surely there is no way to completely defend against cheaters, but to at least not make doing so, so easy?
Thank you,
Potfish
@Pottfish: Go
Use the built in bank signatures and signature validation, that way modifying the bank will prevent it from being validated unless the person manages to hack the signature, which isn't particularly easy (But possible). Another thing to do would be to use the Starcode library you can find here on mapster, it will compress and encrypt integers, making it a lot harder to modify them and also saving a lot of space.
In short encrypt the bank. Downside is it only takes about 30 seconds either way to make a code gen for an expert like my brother. Even protected maps can have the triggers extracted with ease. Once they have the triggers used to generate the bank code it is easy to make a generator.
Reason I know this is my brother tends to get peaved when there is map maker only content or his save gets corrupted due to a faulty save system, else the final rewards require an irrational amount of playing.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
OK, I've checked the triggers and cannot find anything about bank signatures or signature validation. Could you please be a little more specific?
Thanks,
Potfish
The signature is a bank option. Try searching that.
OK, thanks.
I also have one more question but I figured no need to create another thread since you people are so nice.
So, my map currently has an enormous number of dialog items that are all stored in one variable with a large array size. I need to have triggers to work with them but for the life of me I cannot figure out a way to specifically refer to them in an event.
Isn't it true that if I have many triggers like the following, clicking on any dialog will cause a lot of lag because the game will need to check the conditions of every trigger? For whatever reason, I can't check the specific dialog in the event even though I have variables for them.
For example, instead of using the event "Any Unit Dies" for multiple triggers, I am able to simply put "Unit: Boss[2]" dies. Why can I not do the same with dialog items?
Thank you,
Potfish
@Pottfish: Go
It won't cause lag for dialogs, and I don't think there is another way. Well, I believe 1.5 added custom trigger events, so you could make one big trigger check what dialog item it is and then activate the right event, but I honestly dont think its worth the trouble. The reason "any unit dies" would cause lags is because there's shittons of units and a lot of them die regularly (Remember that missiles are units as well?)
Also, using a variable in an event does not work unless the variable is set manually before the trigger is created (Which I don't think is possible without galaxy, apart from setting the default value of the variable). So using Boss[2] dies is the same as "Any Unit" dies I believe. I might be wrong, I'm no expert in this stuff, but that is how it works I believe. Someone else please confirm this.
There's a public bank signer out there so I wouldn't just rely on bank signatures. Some additional form of encryption or obfuscation would help much more.
Yeah, basically what I was trying to do was figure out a way to handle units dying while avoiding "Any Unit Dies." So... I made a lot of my triggers look something like this:
Thank you for telling me about the dialog... knowing that it shouldn't cause any lag is good to know.
Most common form of encryption is based on player name and total time played.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg