I am not an expert in reconstructing the triggers in Mapeditor form, because i don't need to. All i want to know i can directly read out of the mpq-editor.
Reconstructing triggers for mapeditor goes into the direction of copying a map and republish it. That's not what i want to do, so there are maybe others that can help you. (eg. Sotis unlocked...)
Ok :P I know some/many of you know that already, but maybe there are some, who didn't know and searched for this topic. So at least the can see here alltogether whats not save. :)
it is fun for me to find out, if i am able to trick the maps/savefiles. But since i don't want to take the fun away of other people, i don't share any "How To"s.
I also won't spread any faked highscore on purpose.
Here i can give a list, what is not save and whats possible. (If you want me to check any of your maps, just PM me (sadly i am only on EU, so the map must be uploaded there)):
NOT SAVE:
-Bank Signature
-any Bankvalue of each player in one game (live and replay) - I am not sure if it is possible to see unloaded
bankvalues
-any code in MODs are visible
-any code in general is visible
-former versions of maps are still stored on local harddisc, if downloaded/played before update.
The hashing function is the best way to secure Admin rights. If it is a good hashing function, there is no way to break it. But Hackers dont need to.
Every game you play with that bank in the right folder, you are risking to reveal it. Hackers ingame or getting the replay of that game can easily get the bankvalue.
But if you change that password every update or every week, the hacker can't do much against it. Also old replays aren't a threat anymore.
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Would be easy if you have the replay. Do you?
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I seldem meet dumb players, who cant even write/understand any word in english. Let's hope that doesn't change when EU and RU are linked together...
Quote from Vexal: "I mean they should link the custom map publishing. I don't want to play with people if we can't speak the same language."
Totally agreed!
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Great map,
sadly its at the bottom of the EU-map pool, but today i saw it on the 10th page already (after we played some games) :D
A few day ago i couldn't even find it (only with creating a game, since there is a search-function).
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That's a bad idea because it will result in a highscore with 3 players with 50000 kills. (Which is the max kill value, if i read it correctly.)
(sidenote: Needed 2 hours to get a valid savefile with kills-number like i wanted. After that i noticed i could have been finished in 10 mins...)
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Post your balance changes and we are going to tell you, which main race you play :D
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This community here is really awesome.
On every other (game related) forum the OP would have been flamed massively...
I also don't understand most of his posts. It's easier to hack any random sc2-map. lol
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@DragonGuard1989: Go
I am not an expert in reconstructing the triggers in Mapeditor form, because i don't need to. All i want to know i can directly read out of the mpq-editor.
Reconstructing triggers for mapeditor goes into the direction of copying a map and republish it. That's not what i want to do, so there are maybe others that can help you. (eg. Sotis unlocked...)
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@DragonGuard1989: Go
It is still there. You don't need the Blizzard editor at all.
And you don't need to read it in Assembly language ;)
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@tordecybombo: Go
As far as i see only the loaded Bankfiles are saved. So you can reconstruct your bankfile before the game started.
If you can reconstruct the bankfile at the end of the replay - i dont know.
This would make sense because the replay can reconstruct them, but needs to know the loaded values.
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@maverck: Go
Ok :P I know some/many of you know that already, but maybe there are some, who didn't know and searched for this topic. So at least the can see here alltogether whats not save. :)
But i am still interested in testing maps! ;)
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Hi,
it is fun for me to find out, if i am able to trick the maps/savefiles. But since i don't want to take the fun away of other people, i don't share any "How To"s.
I also won't spread any faked highscore on purpose.
Here i can give a list, what is not save and whats possible. (If you want me to check any of your maps, just PM me (sadly i am only on EU, so the map must be uploaded there)):
NOT SAVE:
-Bank Signature
-any Bankvalue of each player in one game (live and replay) - I am not sure if it is possible to see unloaded bankvalues
-any code in MODs are visible
-any code in general is visible
-former versions of maps are still stored on local harddisc, if downloaded/played before update.
0
The hashing function is the best way to secure Admin rights. If it is a good hashing function, there is no way to break it. But Hackers dont need to.
Every game you play with that bank in the right folder, you are risking to reveal it. Hackers ingame or getting the replay of that game can easily get the bankvalue.
But if you change that password every update or every week, the hacker can't do much against it. Also old replays aren't a threat anymore.