Anti-cheat

Rabarber

You can change this now in User CP.
Reaction score
94
I looked around in the MPQ and found this;
Code:
function set_cheats takes nothing returns nothing
    call Cheat("warnings")
    call Cheat("viewres")
    call Cheat("av")
    call Cheat("dg")
    call Cheat("vision 3")
    call Cheat("vision 10")
endfunction

What is it? I was, myself, hoping for some kind of function to set the cheats, meaning that you could edit it somehow, to disable cheats on your map. :rolleyes:

Lot of wierd things in there, by the way. Found this in Cheats.j;
Code:
function DebugToggleFingerOfDeath takes nothing returns nothing
    local integer index = GetPlayerId(GetTriggerPlayer())
    if (bj_debugFingerOfDeathEnabled[index]) then
        call DisplayTextToPlayer(Player(index), 0, 0, "Finger Of Death Disabled")
        call DisableTrigger(bj_debugToolOfDeathTrig[index])
    else
        call DisplayTextToPlayer(Player(index), 0, 0, "Finger Of Death Enabled")
        call EnableTrigger(bj_debugToolOfDeathTrig[index])
    endif
    set bj_debugFingerOfDeathEnabled[index] = not bj_debugFingerOfDeathEnabled[index]
endfunction
 

phyrex1an

Staff Member and irregular helper
Reaction score
447
You can't access any of the cheat.j functions from your map script anyway.
Blizzard doesn't want that we disable cheats, and if blizzard doesn't want it then it is impossible.
However if you don't want to believe that then make some tests, if you succed you will get famous.
 
S

SlasherXpert

Guest
I know some people made anti-iseedeadpeople cheat triggers.
Maybe you can disable them with triggers...
 

Rabarber

You can change this now in User CP.
Reaction score
94
I have read all the three threads that came since i registered, so i know about all the GUI versions against cheats.
 

Chocobo

White-Flower
Reaction score
409
PHP:
//===========================================================================
// Cheats.j
//===========================================================================


globals
    // Debug-cheat globals
    constant real     bj_DEBUG_CAMFIELD_SPEED     = 0
    constant string   bj_DEBUG_CHAT_GIMME         = "gimme"
    constant string   bj_DEBUG_CHAT_DEMO          = "demo"
    constant string   bj_DEBUG_CHAT_TELEPORT      = "teleport"
    constant string   bj_DEBUG_CHAT_TELEPORT2     = "ttt"
    constant string   bj_DEBUG_CHAT_UNITINFO      = "unitinfo"
    constant string   bj_DEBUG_CHAT_UNITINFO2     = "ui"
    constant string   bj_DEBUG_CHAT_CAMINFO       = "caminfo"
    constant string   bj_DEBUG_CHAT_CAMINFO2      = "ci"
    constant string   bj_DEBUG_CHAT_CAMDIST       = "camdist"
    constant string   bj_DEBUG_CHAT_CAMFARZ       = "camfarz"
    constant string   bj_DEBUG_CHAT_CAMAOA        = "camaoa"
    constant string   bj_DEBUG_CHAT_CAMFOV        = "camfov"
    constant string   bj_DEBUG_CHAT_CAMROLL       = "camroll"
    constant string   bj_DEBUG_CHAT_CAMROT        = "camrot"
    constant string   bj_DEBUG_CHAT_CAMRESET      = "camreset"
    constant string   bj_DEBUG_CHAT_CLONE         = "clone"
    constant string   bj_DEBUG_CHAT_DISPEL        = "dispel"
    constant string   bj_DEBUG_CHAT_GOTOX         = "gotox"
    constant string   bj_DEBUG_CHAT_GOTOY         = "gotoy"
    constant string   bj_DEBUG_CHAT_GOTOXY        = "gotoxy"
    constant string   bj_DEBUG_CHAT_GOTOUNIT      = "gotounit"
    constant string   bj_DEBUG_CHAT_BLACKMASK     = "blackmask"
    constant string   bj_DEBUG_CHAT_BLACKMASK2    = "bm"
    constant string   bj_DEBUG_CHAT_DIFFICULTY    = "difficulty"
    constant string   bj_DEBUG_CHAT_FINGEROFDEATH = "fingerofdeath"

    trigger           bj_debugGimmeTrig
    trigger           bj_debugDemoTrig
    trigger           bj_debugTeleportTrig
    trigger           bj_debugUnitInfoTrig
    trigger           bj_debugCamInfoTrig
    trigger           bj_debugCamDistTrig
    trigger           bj_debugCamFarzTrig
    trigger           bj_debugCamAoaTrig
    trigger           bj_debugCamFovTrig
    trigger           bj_debugCamRollTrig
    trigger           bj_debugCamRotTrig
    trigger           bj_debugCamResetTrig
    trigger           bj_debugCloneTrig
    trigger           bj_debugDispelTrig
    trigger           bj_debugGotoXTrig
    trigger           bj_debugGotoYTrig
    trigger           bj_debugGotoXYTrig
    trigger           bj_debugGotoUnitTrig
    trigger           bj_debug_BlackMaskTrig
    trigger           bj_debugDifficultyTrig
    trigger  array    bj_debugFingerOfDeathTrig
    trigger  array    bj_debugToolOfDeathTrig
    boolean  array    bj_debugFingerOfDeathEnabled
    real              bj_debugGotoUnitX = 0
    real              bj_debugGotoUnitY = 0
    integer           bj_debugGotoUnits = 0
endglobals



//***************************************************************************
//*
//*  Debug cheats
//*
//***************************************************************************

//===========================================================================
function DebugGimmeEnum takes nothing returns nothing
    local player thePlayer = GetEnumPlayer()
    call DisplayTextToPlayer(thePlayer, 0, 0, "Player "+I2S(GetPlayerId(GetTriggerPlayer())+1)+" cheated: Give 5000 gold and 5000 lumber to all players")
    call SetPlayerState(thePlayer, PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(thePlayer, PLAYER_STATE_RESOURCE_GOLD) + 5000)
    call SetPlayerState(thePlayer, PLAYER_STATE_RESOURCE_LUMBER, GetPlayerState(thePlayer, PLAYER_STATE_RESOURCE_LUMBER) + 5000)
endfunction

//===========================================================================
function DebugGimme takes nothing returns nothing
    call ForForce(bj_FORCE_ALL_PLAYERS, function DebugGimmeEnum)
endfunction

//===========================================================================
function DebugDemoEnum takes nothing returns nothing
    local player thePlayer = GetEnumPlayer()
    call SetPlayerState(thePlayer, PLAYER_STATE_RESOURCE_GOLD, 0)
    call SetPlayerState(thePlayer, PLAYER_STATE_RESOURCE_LUMBER, 0)
endfunction

//===========================================================================
function DebugDemo takes nothing returns nothing
    local player thePlayer = GetTriggerPlayer()
    local integer gold = GetRandomInt(750, 1500)
    local integer lumber = GetRandomInt(200, 450)

    call ForForce(bj_FORCE_ALL_PLAYERS, function DebugDemoEnum)
    call MultiboardSuppressDisplay(true)
    if (GetLocalPlayer() == GetTriggerPlayer()) then
        call Cheat("warnings")
        call Cheat("fastbuild")
        call Cheat("techtree")
        call Cheat("research")
        call Cheat("food")
        call Cheat("mana")
        call Cheat("dawn")
        call Cheat("gold " + I2S(gold))
        call Cheat("lumber " + I2S(lumber))
    endif
endfunction

//===========================================================================
function DebugTeleportEnum takes nothing returns nothing
    local unit u = GetEnumUnit()
    call SetUnitPosition(u, GetCameraTargetPositionX(), GetCameraTargetPositionY())
endfunction

//===========================================================================
function DebugTeleport takes nothing returns nothing
    local group g = CreateGroup()
    call SyncSelections()
    call GroupEnumUnitsSelected(g, GetTriggerPlayer(), null)
    call ForGroup(g, function DebugTeleportEnum)
endfunction

//===========================================================================
function TertiaryStringOp takes boolean expr, string a, string b returns string
    if (expr) then
        return a
    else
        return b
    endif
endfunction

//===========================================================================
// Convert a integer id value into a 4-letter id code.
//
function DebugIdInteger2IdString takes integer value returns string
    local string charMap = ".................................!.#$%&'()*+,-./0123456789:;<=>.@ABCDEFGHIJKLMNOPQRSTUVWXYZ[.]^_`abcdefghijklmnopqrstuvwxyz{|}~................................................................................................................................."
    local string result = ""
    local integer remainingValue = value
    local integer charValue
    local integer byteno

    set byteno = 0
    loop
        set charValue = ModuloInteger(remainingValue, 256)
        set remainingValue = remainingValue / 256
        set result = SubString(charMap, charValue, charValue + 1) + result

        set byteno = byteno + 1
        exitwhen byteno == 4
    endloop
    return result
endfunction

//===========================================================================
function DebugUnitInfoEnum takes nothing returns nothing
    local player thePlayer = GetTriggerPlayer()
    local unit   theUnit   = GetEnumUnit()
    local string message

    set message = "Player " + I2S(GetPlayerId(GetOwningPlayer(theUnit))+1)
    set message = message + " '" + DebugIdInteger2IdString(GetUnitTypeId(theUnit)) + "'"
    set message = message + " " + GetUnitName(theUnit)
    set message = message + " (" + R2SW(GetUnitX(theUnit), 0, 0) + ", " + R2SW(GetUnitY(theUnit), 0, 0)
    set message = message + ": " + R2SW(GetUnitFacing(theUnit), 0, 0) + ") "
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_HERO),            " Hero",      "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_DEAD),            " Dead",      "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_STRUCTURE),       " Structure", "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_GROUND),          " Grnd",      "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_FLYING),          " Air",       "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_ATTACKS_GROUND),  " VsGrnd",    "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_ATTACKS_FLYING),  " VsAir",     "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_MELEE_ATTACKER),  " Melee",     "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_RANGED_ATTACKER), " Ranged",    "")
    set message = message + TertiaryStringOp(IsUnitType(theUnit, UNIT_TYPE_SUMMONED),        " Summoned",  "")

    call DisplayTextToPlayer(thePlayer, 0, 0, message)
endfunction

//===========================================================================
function DebugUnitInfo takes nothing returns nothing
    local group g = CreateGroup()
    call SyncSelections()
    call GroupEnumUnitsSelected(g, GetTriggerPlayer(), null)
    call ForGroup(g, function DebugUnitInfoEnum)
endfunction

//===========================================================================
function DebugCamInfo takes nothing returns nothing
    local player thePlayer = GetTriggerPlayer()
    local string message

    set message = "Targ(" + R2SW(GetCameraTargetPositionX(), 0, 0)
    set message = message + "," + R2SW(GetCameraTargetPositionY(), 0, 0)
    set message = message + "," + R2SW(GetCameraTargetPositionZ(), 0, 0)
    set message = message + ")"
    set message = message + ", Dist=" + R2SW(GetCameraField(CAMERA_FIELD_TARGET_DISTANCE), 0, 0)
    set message = message + ", FarZ=" + R2SW(GetCameraField(CAMERA_FIELD_FARZ), 0, 0)
    set message = message + ", AoA=" + R2SW(GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK) * bj_RADTODEG, 0, 2)
    set message = message + ", FoV=" + R2SW(GetCameraField(CAMERA_FIELD_FIELD_OF_VIEW) * bj_RADTODEG, 0, 2)
    set message = message + ", Roll=" + R2SW(GetCameraField(CAMERA_FIELD_ROLL) * bj_RADTODEG, 0, 2)
    set message = message + ", Rot=" + R2SW(GetCameraField(CAMERA_FIELD_ROTATION) * bj_RADTODEG, 0, 2)

    call DisplayTextToPlayer(thePlayer, 0, 0, message)
endfunction

//===========================================================================
function DebugCamField takes camerafield whichField, integer cheatLength, real defaultValue returns nothing
    local string param        = SubString(GetEventPlayerChatString(), cheatLength, 50)
    local real   value        = S2R(param)

    // Remove any excess preceding whitespace
    loop
        exitwhen not (SubString(param, 0, 1) == " ")
        set param = SubString(param, 1, 50)
    endloop

    if param == "" then
        set value = defaultValue
    endif
    if (whichField == CAMERA_FIELD_FARZ) and (value <= bj_CAMERA_MIN_FARZ) then
        return
    endif
    call SetCameraFieldForPlayer(GetTriggerPlayer(), whichField, value, bj_DEBUG_CAMFIELD_SPEED)
endfunction

//===========================================================================
function DebugCamDist takes nothing returns nothing
    call DebugCamField(CAMERA_FIELD_TARGET_DISTANCE, 7, 1600)
endfunction

//===========================================================================
function DebugCamFarZ takes nothing returns nothing
    call DebugCamField(CAMERA_FIELD_FARZ, 7, 4000)
endfunction

//===========================================================================
function DebugCamFOV takes nothing returns nothing
    call DebugCamField(CAMERA_FIELD_FIELD_OF_VIEW, 6, 65)
endfunction

//===========================================================================
function DebugCamAOA takes nothing returns nothing
    call DebugCamField(CAMERA_FIELD_ANGLE_OF_ATTACK, 6, 310)
endfunction

//===========================================================================
function DebugCamRoll takes nothing returns nothing
    call DebugCamField(CAMERA_FIELD_ROLL, 7, 0)
endfunction

//===========================================================================
function DebugCamRot takes nothing returns nothing
    call DebugCamField(CAMERA_FIELD_ROTATION, 6, 90)
endfunction

//===========================================================================
function DebugCamReset takes nothing returns nothing
    call ResetToGameCamera(0)
    call EnableUserControl(true)
endfunction

//===========================================================================
function DebugCloneUnitEnum takes nothing returns nothing
    local unit u = GetEnumUnit()
    call CreateUnit(GetOwningPlayer(u), GetUnitTypeId(u), GetUnitX(u), GetUnitY(u), GetUnitFacing(u))
endfunction

//===========================================================================
function DebugCloneUnit takes nothing returns nothing
    local group g = CreateGroup()
    call SyncSelections()
    call GroupEnumUnitsSelected(g, GetTriggerPlayer(), null)
    call ForGroup(g, function DebugCloneUnitEnum)
endfunction

//===========================================================================
function DebugDispelUnitEnum takes nothing returns nothing
    call UnitRemoveBuffs(GetEnumUnit(), true, true)
endfunction

//===========================================================================
function DebugDispelUnit takes nothing returns nothing
    local group g = CreateGroup()
    call SyncSelections()
    call GroupEnumUnitsSelected(g, GetTriggerPlayer(), null)
    call ForGroup(g, function DebugDispelUnitEnum)
endfunction

//===========================================================================
function DebugGotoX takes nothing returns nothing
    local string chatString = GetEventPlayerChatString()

    if (bj_DEBUG_CHAT_GOTOX + " " == SubString(chatString, 0, 6)) then
        call SetCameraPositionForPlayer(GetTriggerPlayer(), S2R(SubString(chatString, 6, 50)), GetCameraTargetPositionY())
    endif
endfunction

//===========================================================================
function DebugGotoY takes nothing returns nothing
    local string chatString = GetEventPlayerChatString()

    if (bj_DEBUG_CHAT_GOTOY + " " == SubString(chatString, 0, 6)) then
        call SetCameraPositionForPlayer(GetTriggerPlayer(), GetCameraTargetPositionX(), S2R(SubString(chatString, 6, 50)))
    endif
endfunction

//===========================================================================
function DebugGotoXY takes nothing returns nothing
    local string chatString = GetEventPlayerChatString()
    local integer index
    local boolean inParam1

    if (bj_DEBUG_CHAT_GOTOXY + " " == SubString(chatString, 0, 7)) then
        set inParam1 = false
        set index = 7
        loop
            if (SubString(chatString, index, index + 1) != " ") then
                set inParam1 = true
            endif

            exitwhen (inParam1 and SubString(chatString, index, index + 1) == " ")
            exitwhen index > 50
            set index = index + 1
        endloop

        if (index > 50) then
            call DisplayTextToPlayer(GetTriggerPlayer(), 0, 0, "Usage:  GotoXY x y")
        else
            if (GetLocalPlayer() == GetTriggerPlayer()) then
                call SetCameraPositionForPlayer(GetTriggerPlayer(), S2R(SubString(chatString, 7, index)), S2R(SubString(chatString, index, 50)))
            endif
        endif
    endif
endfunction

//===========================================================================
function DebugGotoUnitEnum takes nothing returns nothing
    local unit u = GetEnumUnit()

    set bj_debugGotoUnitX = bj_debugGotoUnitX + GetUnitX(u)
    set bj_debugGotoUnitY = bj_debugGotoUnitY + GetUnitY(u)
    set bj_debugGotoUnits = bj_debugGotoUnits + 1
endfunction

//===========================================================================
function DebugGotoUnit takes nothing returns nothing
    local group g = CreateGroup()

    set bj_debugGotoUnitX = 0
    set bj_debugGotoUnitY = 0
    set bj_debugGotoUnits = 0

    call SyncSelections()
    call GroupEnumUnitsSelected(g, GetTriggerPlayer(), null)
    call ForGroup(g, function DebugGotoUnitEnum)

    if (bj_debugGotoUnits != 0) then
        set bj_debugGotoUnitX = bj_debugGotoUnitX / bj_debugGotoUnits
        set bj_debugGotoUnitY = bj_debugGotoUnitY / bj_debugGotoUnits
        call SetCameraPositionForPlayer(GetTriggerPlayer(), bj_debugGotoUnitX, bj_debugGotoUnitY)
    endif
endfunction

//===========================================================================
function DebugBlackMask takes nothing returns nothing
    call SetFogStateRect(GetTriggerPlayer(), FOG_OF_WAR_MASKED, GetWorldBounds(), true)
endfunction

//===========================================================================
function DebugDifficulty takes nothing returns nothing
    local player         thePlayer = GetTriggerPlayer()
    local gamedifficulty theDiff   = GetGameDifficulty()

    if (theDiff == MAP_DIFFICULTY_EASY) then
        call DisplayTextToPlayer(thePlayer, 0, 0, "Easy Difficulty")
    elseif (theDiff == MAP_DIFFICULTY_NORMAL) then
        call DisplayTextToPlayer(thePlayer, 0, 0, "Normal Difficulty")
    elseif (theDiff == MAP_DIFFICULTY_HARD) then
        call DisplayTextToPlayer(thePlayer, 0, 0, "Hard Difficulty")
    else
        call DisplayTextToPlayer(thePlayer, 0, 0, "ERROR!  Unrecognized Difficulty")
    endif
endfunction

//===========================================================================
function DebugToolOfDeath takes nothing returns nothing
    call KillUnit(GetTriggerUnit())
endfunction

//===========================================================================
function DebugToggleFingerOfDeath takes nothing returns nothing
    local integer index = GetPlayerId(GetTriggerPlayer())
    if (bj_debugFingerOfDeathEnabled[index]) then
        call DisplayTextToPlayer(Player(index), 0, 0, "Finger Of Death Disabled")
        call DisableTrigger(bj_debugToolOfDeathTrig[index])
    else
        call DisplayTextToPlayer(Player(index), 0, 0, "Finger Of Death Enabled")
        call EnableTrigger(bj_debugToolOfDeathTrig[index])
    endif
    set bj_debugFingerOfDeathEnabled[index] = not bj_debugFingerOfDeathEnabled[index]
endfunction

//===========================================================================
function InitDebugTriggers takes nothing returns boolean
    local player  indexPlayer
    local integer index

    set index = 0
    loop
        set indexPlayer = Player(index)
        if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
            set bj_debugGimmeTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugGimmeTrig, indexPlayer, bj_DEBUG_CHAT_GIMME, true)
            call TriggerAddAction(bj_debugGimmeTrig, function DebugGimme)

            set bj_debugDemoTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugDemoTrig, indexPlayer, bj_DEBUG_CHAT_DEMO, true)
            call TriggerAddAction(bj_debugDemoTrig, function DebugDemo)

            set bj_debugTeleportTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugTeleportTrig, indexPlayer, bj_DEBUG_CHAT_TELEPORT, true)
            call TriggerRegisterPlayerChatEvent(bj_debugTeleportTrig, indexPlayer, bj_DEBUG_CHAT_TELEPORT2, true)
            call TriggerAddAction(bj_debugTeleportTrig, function DebugTeleport)

            set bj_debugUnitInfoTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugUnitInfoTrig, indexPlayer, bj_DEBUG_CHAT_UNITINFO, true)
            call TriggerRegisterPlayerChatEvent(bj_debugUnitInfoTrig, indexPlayer, bj_DEBUG_CHAT_UNITINFO2, true)
            call TriggerAddAction(bj_debugUnitInfoTrig, function DebugUnitInfo)

            set bj_debugCamInfoTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamInfoTrig, indexPlayer, bj_DEBUG_CHAT_CAMINFO, true)
            call TriggerRegisterPlayerChatEvent(bj_debugCamInfoTrig, indexPlayer, bj_DEBUG_CHAT_CAMINFO2, true)
            call TriggerAddAction(bj_debugCamInfoTrig, function DebugCamInfo)

            set bj_debugCamDistTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamDistTrig, indexPlayer, bj_DEBUG_CHAT_CAMDIST, false)
            call TriggerAddAction(bj_debugCamDistTrig, function DebugCamDist)

            set bj_debugCamFarzTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamFarzTrig, indexPlayer, bj_DEBUG_CHAT_CAMFARZ, false)
            call TriggerAddAction(bj_debugCamFarzTrig, function DebugCamFarZ)

            set bj_debugCamFovTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamFovTrig, indexPlayer, bj_DEBUG_CHAT_CAMFOV, false)
            call TriggerAddAction(bj_debugCamFovTrig, function DebugCamFOV)

            set bj_debugCamAoaTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamAoaTrig, indexPlayer, bj_DEBUG_CHAT_CAMAOA, false)
            call TriggerAddAction(bj_debugCamAoaTrig, function DebugCamAOA)

            set bj_debugCamRollTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamRollTrig, indexPlayer, bj_DEBUG_CHAT_CAMROLL, false)
            call TriggerAddAction(bj_debugCamRollTrig, function DebugCamRoll)

            set bj_debugCamRotTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamRotTrig, indexPlayer, bj_DEBUG_CHAT_CAMROT, false)
            call TriggerAddAction(bj_debugCamRotTrig, function DebugCamRot)

            set bj_debugCamResetTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCamResetTrig, indexPlayer, bj_DEBUG_CHAT_CAMRESET, true)
            call TriggerAddAction(bj_debugCamResetTrig, function DebugCamReset)

            set bj_debugCloneTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugCloneTrig, indexPlayer, bj_DEBUG_CHAT_CLONE, true)
            call TriggerAddAction(bj_debugCloneTrig, function DebugCloneUnit)

            set bj_debugDispelTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugDispelTrig, indexPlayer, bj_DEBUG_CHAT_DISPEL, true)
            call TriggerAddAction(bj_debugDispelTrig, function DebugDispelUnit)

            set bj_debugGotoXTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugGotoXTrig, indexPlayer, bj_DEBUG_CHAT_GOTOX, false)
            call TriggerAddAction(bj_debugGotoXTrig, function DebugGotoX)

            set bj_debugGotoYTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugGotoYTrig, indexPlayer, bj_DEBUG_CHAT_GOTOY, false)
            call TriggerAddAction(bj_debugGotoYTrig, function DebugGotoY)

            set bj_debugGotoXYTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugGotoXYTrig, indexPlayer, bj_DEBUG_CHAT_GOTOXY, false)
            call TriggerAddAction(bj_debugGotoXYTrig, function DebugGotoXY)

            set bj_debugGotoUnitTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugGotoUnitTrig, indexPlayer, bj_DEBUG_CHAT_GOTOUNIT, true)
            call TriggerAddAction(bj_debugGotoUnitTrig, function DebugGotoUnit)

            set bj_debug_BlackMaskTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debug_BlackMaskTrig, indexPlayer, bj_DEBUG_CHAT_BLACKMASK, true)
            call TriggerRegisterPlayerChatEvent(bj_debug_BlackMaskTrig, indexPlayer, bj_DEBUG_CHAT_BLACKMASK2, true)
            call TriggerAddAction(bj_debug_BlackMaskTrig, function DebugBlackMask)

            set bj_debugDifficultyTrig = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugDifficultyTrig, indexPlayer, bj_DEBUG_CHAT_DIFFICULTY, true)
            call TriggerAddAction(bj_debugDifficultyTrig, function DebugDifficulty)

            set bj_debugFingerOfDeathEnabled[index] = false

            set bj_debugToolOfDeathTrig[index] = CreateTrigger()
            call TriggerRegisterPlayerUnitEvent(bj_debugToolOfDeathTrig[index], indexPlayer, EVENT_PLAYER_UNIT_SELECTED, null)
            call TriggerAddAction(bj_debugToolOfDeathTrig[index], function DebugToolOfDeath)
            call DisableTrigger(bj_debugToolOfDeathTrig[index])

            set bj_debugFingerOfDeathTrig[index] = CreateTrigger()
            call TriggerRegisterPlayerChatEvent(bj_debugFingerOfDeathTrig[index], indexPlayer, bj_DEBUG_CHAT_FINGEROFDEATH, true)
            call TriggerAddAction(bj_debugFingerOfDeathTrig[index], function DebugToggleFingerOfDeath)
        endif

        set index = index + 1
        exitwhen index == bj_MAX_PLAYERS
    endloop

    return true
endfunction

It is only for "extra commands" that applies. Not cheats like iseedeadpeople or whosyourdaddy.
 
5

56k Fanatic

Guest
Event -
Player 1 types a message containing - whosyourdaddy
Conditions -
Actions -
Unit Group - Pick every unit in Playable Map and do (Actions)
Actions -
Unit - Remove picked unit from the game
Game - Display text message - No cheaters allowed.

Removes all units so that the player can't play. Or if the number of players playing is equal to 1 then use action :Action - Game - Defeat Player 1 Red with message containing : No Single-player allowed.
 
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