Trying to protect the connection is useless, there will always be a way to crack it. What they should do is filter orders that came from players, and have no UI, and disable those. The rest, which came from effects and triggers should still be usable (they can't be abused, since you would have to synchronize the usage of effect/trigger, which you can't).
@progammer: This will kill your WASD system, right?
I'm pretty much noob in mapmaking, coding etc, so I may be wrong, but, in stead of deleting the possibility to use hidden abilities why don't they just delete the hidden abilities that can be exploited in ladder games? (immortal warping/range upgrade) Or, even better, if those hidden abilities are exploited by sending specific packets to the blizz server, they should easily be able to detect the player who used them in ladder games and just ban him or something; am I right?
I'm pretty much noob in mapmaking, coding etc, so I may be wrong, but, in stead of deleting the possibility to use hidden abilities why don't they just delete the hidden abilities that can be exploited in ladder games? (immortal warping/range upgrade) Or, even better, if those hidden abilities are exploited by sending specific packets to the blizz server, they should easily be able to detect the player who used them in ladder games and just ban him or something; am I right?
At some point in alpha or something it must have been part of the game to warp in immortals. I wish it still were(lol), They just forgot to remove the ability, Thinking that the command card removal for it would have sufficed.
Deleting hidden abilities: Well because the possibility to exploit these abilities would still be there, and as soon as you would use them for anything (in a custom map), it would be abuseable
Banning: That would be possible in ladder games, but it won't work in custom games, unless the mapmaker put some kind of marker on all abilties that shouldn't be used by players, only by triggers
Yah its a tough one, if they just remove the abilities in question that is just putting a band aid on a large hole and leaving hidden abilities open to be called at whim by whatever method that player used. On the other if they remove the ability to call any abilities that aren't on a command card then they break legit uses of them like the changling's or many of our map's uses of them. I'd say it'd be best if they just focused on how this guy managed to access the game at that layer and plug that instead.
EDIT: Propably not, there have to be some hash check. If it wasn't, you could add "radar 1000" to some common behavior (like terran building fire), to see everything at all times :-)
EDIT: Propably not, there have to be some hash check. If it wasn't, you could add "radar 1000" to some common behavior (like terran building fire), to see everything at all times :-)
Yeah i already tried that, desyncs you from any multiplayer game.
What if they introduced a special field in the Gameplay Data specifically for the purpose of backwards compatibility, similar to how they did for Warcraft III mappers? Starting with (Abilities Require Visible Button = true/false), it could expand its list of toggles as needed.
But then I'm not privy to the trickiness of the issue...as people said there seem to be some invisible abilities that units are supposed to use...
I don't think they're checking for the Command Card buttons though. The Xel'Naga tower's ability isn't on the Command Card and, like that, it wouldn't work.
"In order to fix this, Blizzard is going to remove the ability to use abilities that are not present in Command Cards. So if you are using hidden abilities, you must find another way before Blizzard releases the fix!"
They better not do that, seeing as how many people use custom UI's... rather they should just remove the old warp in immortal from warp gate train ability or w/e...
"In order to fix this, Blizzard is going to remove the ability to use abilities that are not present in Command Cards. So if you are using hidden abilities, you must find another way before Blizzard releases the fix!"
They better not do that, seeing as how many people use custom UI's... rather they should just remove the old warp in immortal from warp gate train ability or w/e...
I still think its pointless. I mean, hackers do what hackers do. If that is removed , They will still drop hack or fog hack the player or anything else basically. All of which is just as bad as warping in an immortal.
It's really not that hard. Just use a packet sniffer, find the packets sent from SC2.exe, find the packets that get sent when you use an ability, find the part of the packet that is the ability command code, and create a small program using that does the same thing.
What the fuck? That change is going to totally break most UMS maps, all to fix an exploit that requires packet injection anyway? How legit is this source?
What the fuck? That change is going to totally break most UMS maps, all to fix an exploit that requires packet injection anyway? How legit is this source?
If you mean this: "In order to fix this, Blizzard is going to remove the ability to use abilities that are not present in Command Cards. So if you are using hidden abilities, you must find another way before Blizzard releases the fix!"
It's BS.
Blizzard doesn't disclose patch information to random guys (Altho he could be an employee).
Trying to protect the connection is useless, there will always be a way to crack it. What they should do is filter orders that came from players, and have no UI, and disable those. The rest, which came from effects and triggers should still be usable (they can't be abused, since you would have to synchronize the usage of effect/trigger, which you can't).
@progammer: This will kill your WASD system, right?
I'm pretty much noob in mapmaking, coding etc, so I may be wrong, but, in stead of deleting the possibility to use hidden abilities why don't they just delete the hidden abilities that can be exploited in ladder games? (immortal warping/range upgrade) Or, even better, if those hidden abilities are exploited by sending specific packets to the blizz server, they should easily be able to detect the player who used them in ladder games and just ban him or something; am I right?
At some point in alpha or something it must have been part of the game to warp in immortals. I wish it still were(lol), They just forgot to remove the ability, Thinking that the command card removal for it would have sufficed.
Deleting hidden abilities: Well because the possibility to exploit these abilities would still be there, and as soon as you would use them for anything (in a custom map), it would be abuseable
Banning: That would be possible in ladder games, but it won't work in custom games, unless the mapmaker put some kind of marker on all abilties that shouldn't be used by players, only by triggers
Yah its a tough one, if they just remove the abilities in question that is just putting a band aid on a large hole and leaving hidden abilities open to be called at whim by whatever method that player used. On the other if they remove the ability to call any abilities that aren't on a command card then they break legit uses of them like the changling's or many of our map's uses of them. I'd say it'd be best if they just focused on how this guy managed to access the game at that layer and plug that instead.
So how do i do this? :)
Maybe by modifying the core.sc2mod?
EDIT: Propably not, there have to be some hash check. If it wasn't, you could add "radar 1000" to some common behavior (like terran building fire), to see everything at all times :-)
Yeah i already tried that, desyncs you from any multiplayer game.
@vjeux: Go
Why would they do that?? Hidden morph is used for thor wreckage.
Better fix would be for the game to ignore instructions from players that are not on the command card.
@adovid: Go
Exactly, was this confirmed source Vjeux?
@obliviron: Go
What exactly did you try to change?
What if they introduced a special field in the Gameplay Data specifically for the purpose of backwards compatibility, similar to how they did for Warcraft III mappers? Starting with (Abilities Require Visible Button = true/false), it could expand its list of toggles as needed.
But then I'm not privy to the trickiness of the issue...as people said there seem to be some invisible abilities that units are supposed to use...
I don't think they're checking for the Command Card buttons though. The Xel'Naga tower's ability isn't on the Command Card and, like that, it wouldn't work.
Sc2Patch > sc2modlibrty (Something like that) > Gamedata > UnitData.xml
Anything i change desyncvs me from multiplayer, but works for VS AI (Pretty cool setting the SCV hp to 15000 and damage to 50)
"In order to fix this, Blizzard is going to remove the ability to use abilities that are not present in Command Cards. So if you are using hidden abilities, you must find another way before Blizzard releases the fix!"
They better not do that, seeing as how many people use custom UI's... rather they should just remove the old warp in immortal from warp gate train ability or w/e...
I still think its pointless. I mean, hackers do what hackers do. If that is removed , They will still drop hack or fog hack the player or anything else basically. All of which is just as bad as warping in an immortal.
@Molsterr: Go
It's really not that hard. Just use a packet sniffer, find the packets sent from SC2.exe, find the packets that get sent when you use an ability, find the part of the packet that is the ability command code, and create a small program using that does the same thing.
What the fuck? That change is going to totally break most UMS maps, all to fix an exploit that requires packet injection anyway? How legit is this source?
If you mean this: "In order to fix this, Blizzard is going to remove the ability to use abilities that are not present in Command Cards. So if you are using hidden abilities, you must find another way before Blizzard releases the fix!"
It's BS. Blizzard doesn't disclose patch information to random guys (Altho he could be an employee).
Very interesting, would love to see if anyone has actually done this at a fairly high level game.