Demo Map Hidden Script

UndeadDragon

Super Moderator
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Can Jesus make Blizzard patch for a second time for his finds? :p
 

saw792

Is known to say things. That is all.
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You can call Preloader outside of map init and the code executes just fine.

EDIT: Updated first post with another example. Also tested typecasting of triggers and passing them between map script, but was foiled by I2T failing horribly (you can typecast the integer, but every time you reference it thereafter it crashes the thread).
 

Jesus4Lyf

Good Idea™
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EDIT: Updated first post with another example. Also tested typecasting of triggers and passing them between map script, but was foiled by I2T failing horribly (you can typecast the integer, but every time you reference it thereafter it crashes the thread).
Oh yeah, experienced the same thing. I tried typecasting a boolexpr through gamecache into the map code and executing it there, which also failed. Therefore I conclude this is safe, and if it isn't, it should definitely be when unsafe typecasting is removed. :p

Edit: But I did note if you don't store it in a variable you can still use it.
 

Jesus4Lyf

Good Idea™
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You're a winner.

A_winner_is_you.jpg


Approved. :thup:
 

Renendaru

(Evol)ution is nothing without love.
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309
Haha, just thought of a use for this. Hide single player save/load disabling triggers in this. :p
 

saw792

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How are you going to do that? You can't actually run triggers, but you could hide the event response as a Preloader() call that calls executefunc on your real actions... that's all I can think of.
 

Narks

Vastly intelligent whale-like being from the stars
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90
This could make an interesting anti-deprotection method. Just import a "model" file that things like xdep cannot recover, and add a script that crashes the game on init. Or something like that.
 

saw792

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But how would you detect whether not to crash the game (as in, when you actually want to play it)?
 

Narks

Vastly intelligent whale-like being from the stars
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Oops. Probably was not clear.

Make it if that the model sets a variable to true. If that variable is false, crash the game.

Since programs cannot retrieve the model without knowing its name or it being in the listfile (or something), then if you set an absurd name, they cannot ever access it.

Of course, they could just edit the .j file.

But if I am right about absurd names being unrecoverable, you could make a save/load system pretty tough to crack somehow.
 

saw792

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True that. I'll whip a nice example for that up soonish.
 

Strilanc

Veteran Scripter
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42
My mpq editor searches the script (and object data and .slk files) for strings containing filenames. You'd need at least rudimentary obfuscation on the filename.

Not that it matters, because you don't need a file's name to extract it. Jass script is pretty easy to distinguish (especially compared to a model file!), so automatically identifying
all files which are probably script would be dead simple.

This is clever, but it's not going to stop cheating.
 

Narks

Vastly intelligent whale-like being from the stars
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Will stop most people in their tracks. Unless someone makes a program to automatically search for something like this, most map cheaters are really a bunch of kids who follow a set of instructions and whine when it doesn't work.
 

saw792

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Haha I've been through this argument before. Fortunately I'm not marketing this as a map protection device or whatever. The most useful (useless?) thing about it is the ability to use it for bytecode execution...
 

Viikuna

No Marlo no game.
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265
Open it with notepad, I guess. Dont really know.

I actually forgot everything about this thread, and that is a pretty cool trick indeed.
 
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