Heh while its only within my own maps, I've been abusing this functionality to do stuff with triggers vs units for some time now :P
Its not the fact that this is used in trigger or not. The fact that they still link those abilities to unit that obviously should not have it, enabling hacker to fake order to attempt these abilities.
btw, order moprh abilities for unit without it showing on command card is cool
no, it still shows as linked in the data editor, its very very obvious that its still there.
Haha, yeah I know. That's what I meant But the skill looks to be gone for the player since the commandcard is gone although the ability itself remains active until the ability is removed, I was tired and didn't really read through before posting that yesterday. :p
Unfortunately your browser / the way this forum recently changed the way it displays usernames is beyond my control. I've brought it up already so yah, best I could do.
For sure its hilariously ingenious and in legitimate purposes *really* useful to get around pesky problems with making units do things that you don't want the players just arbitrarily doing themselves. I've mainly been using for abilities to apply behaviors to themselves so I don't have to juggle with 'behaviorus phantomus' when the caster dies through other methods of adding behaviors through the data editor's available methods.
When are they "fixing" it? I use hidden abilities in custom map, they are totally necessary. For example I use hidden and suppressed move ability to turn radar tower around (it has a radar with limited arc) - that is a cool real-life-radar effect, you can't achieve it any other way. Or, I use hidden move (although I haven't found a way to hide it completely yet) for my monorail (no triggers, data editor only)
Well would be a wonder if they really remove the use of unshown command card abilities cause then the Changeling will be broken. He uses a lot of unshown abilities for auto-morph into the right enemy race.
Blizzard should simply remove those unused abilities and maybe put those into the campaign mod. I think that would be worlds easier then just make it unable to use hidden abilities.
I believe that's a quick and dirty reaction: "Oh my god people are using hidden abilities", "Let's disable the ability to use them, there won't be anymore risk".
@M0rt1mer: Go I believe it's a matter of days, they won't let the ladder stay with such exploits I think.
How do you know they are fixing it like that, did they mention it somewhere? I suppose you could still do the same thing but add the buttons to the command card, then use requirements to hide them.
Well would be a wonder if they really remove the use of unshown command card abilities cause then the Changeling will be broken. He uses a lot of unshown abilities for auto-morph into the right enemy race.
Blizzard should simply remove those unused abilities and maybe put those into the campaign mod. I think that would be worlds easier then just make it unable to use hidden abilities.
If blizzard disables the function of units using abilities not on their command card, should I be re-adding attack,move, etc. back to the command cards of units that must attack, move, etc?
That's just the hunch of how they're going to plug it, it makes sense from one side of perspective but I'd still hold off until they do provide whatever solution they're implementing to deal with that in their ladder games. I for one though will have to redesign several aspects of a map if they do it that way. Here's crossing fingers that they just take the hidden abilities away from the ladder game units instead, or perhaps use a validator to ensure those abilities can't fire unless they're supposed to.
ED: Yah, why the hell don't those abilities have validators to stop them? Bleh I really hope that's how they fix 'em instead.
This won't be possible anymore. The fix they are applying will prevent you from doing that!
oh goodness, they really want to *&^% with us mapmaker... o.O I still think remove the link to abilities is easier to fix than change the code mechanics...
oh goodness, they really want to *^% with us mapmaker... o.O I still think remove the link to abilities is easier to fix than change the code mechanics...
Easier, but it would still be possible to hack custom maps in that case. (As if it would matter)
Well I suppose they should just restrict that sort of access to maps themselves. (If that's even possible. I don't know how the connections between server, client and map work.)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@BumpInTheNight: Go
Your handle, in my browser, says something really racist. Just sayin.
Its not the fact that this is used in trigger or not. The fact that they still link those abilities to unit that obviously should not have it, enabling hacker to fake order to attempt these abilities.
btw, order moprh abilities for unit without it showing on command card is cool
Haha, yeah I know. That's what I meant But the skill looks to be gone for the player since the commandcard is gone although the ability itself remains active until the ability is removed, I was tired and didn't really read through before posting that yesterday. :p
@Redfox777: Go
Unfortunately your browser / the way this forum recently changed the way it displays usernames is beyond my control. I've brought it up already so yah, best I could do.
@progammer: Go
For sure its hilariously ingenious and in legitimate purposes *really* useful to get around pesky problems with making units do things that you don't want the players just arbitrarily doing themselves. I've mainly been using for abilities to apply behaviors to themselves so I don't have to juggle with 'behaviorus phantomus' when the caster dies through other methods of adding behaviors through the data editor's available methods.
Same =(
I'll stick to my Custom Maps thank you
Shouldn't someone have reported this to [email protected] already?
I'm pretty sure they already know about it, they have already banned some people for using it.
This won't be possible anymore. The fix they are applying will prevent you from doing that!
When are they "fixing" it? I use hidden abilities in custom map, they are totally necessary. For example I use hidden and suppressed move ability to turn radar tower around (it has a radar with limited arc) - that is a cool real-life-radar effect, you can't achieve it any other way. Or, I use hidden move (although I haven't found a way to hide it completely yet) for my monorail (no triggers, data editor only)
Well would be a wonder if they really remove the use of unshown command card abilities cause then the Changeling will be broken. He uses a lot of unshown abilities for auto-morph into the right enemy race.
Blizzard should simply remove those unused abilities and maybe put those into the campaign mod. I think that would be worlds easier then just make it unable to use hidden abilities.
I believe that's a quick and dirty reaction: "Oh my god people are using hidden abilities", "Let's disable the ability to use them, there won't be anymore risk".
@M0rt1mer: Go I believe it's a matter of days, they won't let the ladder stay with such exploits I think.
How do you know they are fixing it like that, did they mention it somewhere? I suppose you could still do the same thing but add the buttons to the command card, then use requirements to hide them.
They'll figure something out.
@vjeux: Go
I had that realization just a little while ago too, that's probably how they're going to plug it :(
If blizzard disables the function of units using abilities not on their command card, should I be re-adding attack,move, etc. back to the command cards of units that must attack, move, etc?
@llithe: Go
That's just the hunch of how they're going to plug it, it makes sense from one side of perspective but I'd still hold off until they do provide whatever solution they're implementing to deal with that in their ladder games. I for one though will have to redesign several aspects of a map if they do it that way. Here's crossing fingers that they just take the hidden abilities away from the ladder game units instead, or perhaps use a validator to ensure those abilities can't fire unless they're supposed to.
ED: Yah, why the hell don't those abilities have validators to stop them? Bleh I really hope that's how they fix 'em instead.
Alright, I'll hold off for now and keep my ears to the wall. Thanks for the advice.
oh goodness, they really want to *&^% with us mapmaker... o.O I still think remove the link to abilities is easier to fix than change the code mechanics...
Easier, but it would still be possible to hack custom maps in that case. (As if it would matter) Well I suppose they should just restrict that sort of access to maps themselves. (If that's even possible. I don't know how the connections between server, client and map work.)