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    posted a message on Update your game through banks.

    @ShadowDancer93: Go

    Ugh, are you kidding me? The moment I find this thread is when I'm half way done implementing a "Very Large Integer" system using strings. (For my RSA implementation)

    I'll check it out though, thanks for sharing!

    Posted in: Triggers
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    posted a message on Update your game through banks.

    @ImperialGood: Go

    Yeah, I understand it now. Trying to make sense of it so I can do something like that.

    Posted in: Triggers
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    posted a message on Viral Bank Injector v0.2

    @ImperialGood: Go

    I get you now.

    The problem is, if I use RSA encryption, for example, it would require large numbers which I don't think SC2 can handle. I'm not on my computer though, but I think that would be a problem.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Viral Bank Injector v0.2

    @willuwontu: Go

    Ok.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Viral Bank Injector v0.2

    @willuwontu: Go

    Ok.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Viral Bank Injector v0.2

    @willuwontu: Go

    Ok.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Viral Bank Injector v0.2

    Hey BurrittoTeeth, I hope this is acceptable now.

    Viral Bank Injector

    "It's like patching the game without going through all the Blizzshit."

    Viral: involving a piece of information that is circulated rapidly and widely from one Internet user to another.
    Bank: the only way to write non-volatile information into a computer from a SC2Map file.
    Injector: introduce or feed new information into a device.

    If you haven't figured it out yet, this library aims to allow the mapper to inject information (strings to be exact) into every player's computer through viral means. It does require that one person starts this, but that will be you. It will also require that "infected" players continue playing to "infect" other players. For some games, this may not be the solution for you.

    Why?

    Publishing can be a pain in the ass: large uploads, failing uploads, slow uploads, logging in with the Editor. Sometimes it's just not worth it to increment the version of the game and ruining your patch notes. Much worse, the disappointed players who find out that the changes were a bit tiny.

    So?

    But you still need to tweak the game... Maybe for new announcements or for balancing; that's right, change movement speed, model path, sound path, damage, bans, or what not. Whatever coding can tweak, you can tweak with VBI.

    How does it work?

    Without going through all the functions first, simplest way to explain it: a bank will have a VBI string with a date, all the players will have their own bank with its own VBI string, you can compare them and determine what's latest with the date... which ever is the latest VBI string, it will be uploaded to the other players' banks.

    Security?

    The security is my own nooby encryption/locker system. Why my own? Because I can't download KrpytLib for some reason. Do I trust mine? Kind of. Maybe. I dunno, you tell me! But certainly, the VBI system will need all the protection it can get.

    Character Code Locker

    "It's shit, but it'll get the job done, right?"

    It's an untested locking system that outputs an integer value as the checksum. This checksum is determined by several factors of a string: its characters, their position and their casing. Not particularly proud of this since I know there are more sophisticated encrypting systems in SC2. But then again, like I said, they're not available for download for some reason.

    VBI & CCL PROGRESS

    Fully featured. Documentation sucks, but I think I provided everything needed to know how to work this.

    Feel free to moan for updates or you know, do it yourself. Share it though.

    DOWNLOAD & SCREENSHOTS

    Asset Link


    Posted in: Trigger Libraries & Scripts
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    posted a message on Update your game through banks.

    @ImperialGood: Go

    I think that's what I did with CCL. Check it out, I'm uploading the file later.

    Posted in: Triggers
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    posted a message on Permanently Ban Player Arcade Map

    @CaptainIndustry: Go

    There's currently no link to download the VBI, but I'll provide one. I've finally made a fully featured library of this, unlike what Burrito Teeth was criticizing back in my old thread. Expect it by tomorrow. I'll PM you, I'm looking forward to seeing the results of using this to ban people.

    Posted in: Triggers
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    posted a message on Simple Cipher System

    Lol willu, don't take anyone who bitches about encryption security/integrity seriously.

    "Hurr durr, you need to use this leet CS encryption technique I know about!"

    Something more complex than Caesar cipher (alphabet shift) or substitution shift can deter almost all SC2 players from hacking.

    We're not dealing with top-notch hackers, and top-notch hackers aren't dealing with SC2 game data. Only a show-off would bitch about these encryption libraries.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Permanently Ban Player Arcade Map

    Ugh, I had some player TK two other players and then quit when he thought he was the last Marine alive. He did that because he doesn't like me.

    Anyway, I have an idea you can do. You see that link in my signature? It lets you "update" certain things in your game without having to upload a patch. This makes it really easy to add players to the banlist.

    I can imagine you using a string of concatenated player handles.

    Posted in: Triggers
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    posted a message on Permanently Ban Player Arcade Map

    Too long, didn't read.

    Rules imposed by a wall of text is merely a suggestion.

    Rules imposed by game mechanics are rules.

    Posted in: Triggers
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    posted a message on Happy Holidays Mapster!

    It's Merry Christmas, that or nothing.

    Posted in: General Chat
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    posted a message on I want a ui like this...
    Quote from TyaArcade: Go

    It's a protected function. You can use a layout file to move the battle UI off-screen, effectively hiding it.

    I'd personally not do this. Unless your map is single-player, people will be using that button to talk with their friends. You risk people just outright leaving your game if you remove that button in a multiplayer map.

    Just have to say: I'd rather have them leave than allow them to easily cooperate with their friends, in the same game, having conflicting objectives.

    Hehe.

    Posted in: UI Development
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