Tool MapGuard - Map Protection

Jesus4Lyf

Good Idea™
Reaction score
397
>Could you change the name of this please?
It will not stay graveyarded unless Blizzard fixes the return bug.

I'm just finding time to update it.

The real problem is, everyone knows what MapLock is. And it's not this. MapLock is not only known on this forum, it was noticed by a few forums in other places also, so this is a misleading name (please propose a different name :thup:).
 

Romek

Super Moderator
Reaction score
963
> Try closing the program, and re-opening it. I've gotten that a few times but I can't locate the problem.
That's not a particularly good solution to the problem. :p

> I also plan on increasing security, still brainstorming
I'd suggest using some encryption on the password string itself. It's in quite a good place, though it certainly stands out once you find the location.
 
Reaction score
341
I'd suggest using some encryption on the password string itself. It's in quite a good place, though it certainly stands out once you find the location.

Yes, I was originally going to do that, though I would need to find out some base conversions for .net.

That's not a particularly good solution to the problem.

It's a temporary one :p
 

the Immortal

I know, I know...
Reaction score
51
Just a note: the program, being written in C# (a .NET language), is very easily decompiled, and thus everyone (yes, literally everyone willing to spend 5 minutes in google) can read its' source code. And the worst is that it's not even going to be in ASM.. but pure optimized C#.

I'd recommend using some obfuscating tool (no idea neither how they work nor how effective they are), although it will still be possible to break it much easier than an application written in machine code.

Apart from that, gj on the tool, although I doubt it'll stop someone willing to modify a map. (becomes popular -> someone cracks it -> some slacker googles it -> finds answer). But hey, doesn't that happen with every other tool =P

EDIT: In .NET you can use the System.Security.Cryptography namespace and (for ex) the managed AES wrappers for a pretty solid encryption.
 
Reaction score
341
Update - v0.A.1
  • Now hows two levels on encryption on passwords.
  • May have fixed an exception error that could have occured.
 

Ice Snake

Cool Member
Reaction score
3
Thanks for that tool

Tested, but I can't see map protect code ???? What ?

JASS:
//===========================================================================
// 
// Circumvention
// 
//   Warcraft III map script
//   Generated by the Warcraft III World Editor
//   Date: Fri May 09 11:39:44 2003
//   Map Author: Blizzard Entertainment
// 
//===========================================================================

//***************************************************************************
//*
//*  Global Variables
//*
//***************************************************************************

globals
    // Generated
    trigger                 gg_trg_Melee_Initialization = null
endglobals

function InitGlobals takes nothing returns nothing
endfunction

//***************************************************************************
//*
//*  Map Item Tables
//*
//***************************************************************************

function ItemTable000000_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_POWERUP, 1 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000001_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_PERMANENT, 2 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000002_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_PERMANENT, 6 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

        // Item set 1
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_POWERUP, 1 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000003_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_CHARGED, 4 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

        // Item set 1
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_POWERUP, 2 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000004_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_CHARGED, 2 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000005_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_CHARGED, 3 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

        // Item set 1
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_POWERUP, 1 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000006_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_PERMANENT, 3 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

        // Item set 1
        call RandomDistReset(  )
        call RandomDistAddItem( ChooseRandomItemEx( ITEM_TYPE_POWERUP, 1 ), 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction

function ItemTable000007_DropItems takes nothing returns nothing
    local widget  trigWidget = null
    local unit    trigUnit   = null
    local integer itemID     = 0
    local boolean canDrop    = true

    set trigWidget = bj_lastDyingWidget
    if (trigWidget == null) then
        set trigUnit = GetTriggerUnit()
    endif

    if (trigUnit != null) then
        set canDrop = not IsUnitHidden(trigUnit)
        if (canDrop and GetChangingUnit() != null) then
            set canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
        endif
    endif

    if (canDrop) then
        // Item set 0
        call RandomDistReset(  )
        call RandomDistAddItem( 'rreb', 100 )
        set itemID = RandomDistChoose(  )
        if (trigUnit != null) then
            call UnitDropItem( trigUnit, itemID )
        else
            call WidgetDropItem( trigWidget, itemID )
        endif

    endif

    set bj_lastDyingWidget = null
    call DestroyTrigger(GetTriggeringTrigger())
endfunction


//***************************************************************************
//*
//*  Unit Creation
//*
//***************************************************************************

//===========================================================================
function CreateNeutralHostile takes nothing returns nothing
    local player p = Player(PLAYER_NEUTRAL_AGGRESSIVE)
    local unit u
    local integer unitID
    local trigger t
    local real life

    set u = CreateUnit( p, 'nsrn', -2987.8, -1086.7, 211.139 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000005_DropItems )
    set u = CreateUnit( p, 'nsrh', -2914.8, -1627.1, 156.973 )
    set u = CreateUnit( p, 'ntrv', -3088.3, -1288.1, 193.889 )
    set u = CreateUnit( p, 'ntrv', -3085.4, -1446.1, 171.356 )
    set u = CreateUnit( p, 'nlpr', -4914.7, 3385.2, 288.445 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nehy', 1672.5, 1882.6, 251.580 )
    call SetUnitState( u, UNIT_STATE_MANA, 0 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000003_DropItems )
    set u = CreateUnit( p, 'nhyd', 1374.7, 1693.6, 278.557 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nhyd', 1892.3, 1531.2, 216.034 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'ntrv', -4156.3, -4823.8, 47.240 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000004_DropItems )
    set u = CreateUnit( p, 'nsko', -4172.3, -4546.3, 19.498 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nsko', -3966.1, -4789.9, 62.775 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nrel', 2495.0, -1760.1, 159.004 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nrel', 2176.9, -2096.5, 117.467 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nsc3', 2477.6, -1994.1, 141.839 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000001_DropItems )
    set u = CreateUnit( p, 'nltc', -4761.8, 3588.4, 268.627 )
    call SetUnitState( u, UNIT_STATE_MANA, 0 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nlpd', -4657.6, 3360.0, 252.984 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000007_DropItems )
    set u = CreateUnit( p, 'nsc3', -2225.0, 1443.3, 0.000 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000001_DropItems )
    set u = CreateUnit( p, 'nrel', -2407.3, 1401.3, 355.137 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nrel', -2265.4, 1659.0, 324.241 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nhyd', -1479.1, -2573.1, 66.277 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nhyd', -1811.0, -2251.4, 27.896 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nehy', -1709.0, -2487.0, 47.518 )
    call SetUnitState( u, UNIT_STATE_MANA, 0 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000003_DropItems )
    set u = CreateUnit( p, 'ntrv', 4095.5, 3889.2, 240.366 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000004_DropItems )
    set u = CreateUnit( p, 'nsko', 4149.4, 3616.4, 219.144 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nsko', 3911.8, 3829.5, 254.033 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'ntrv', 3492.4, -12.2, 1.756 )
    set u = CreateUnit( p, 'ntrv', 3583.5, 146.1, 346.638 )
    set u = CreateUnit( p, 'nsrh', 3441.6, 212.0, 344.244 )
    set u = CreateUnit( p, 'nsrn', 3393.3, 79.9, 354.693 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000005_DropItems )
    set u = CreateUnit( p, 'nlpr', 4865.5, -3254.4, 159.094 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nltc', 4738.1, -3074.4, 173.808 )
    call SetUnitState( u, UNIT_STATE_MANA, 0 )
    call SetUnitAcquireRange( u, 200.0 )
    set u = CreateUnit( p, 'nlpd', 4632.5, -3249.9, 148.711 )
    call SetUnitAcquireRange( u, 200.0 )
    set t = CreateTrigger(  )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_DEATH )
    call TriggerRegisterUnitEvent( t, u, EVENT_UNIT_CHANGE_OWNER )
    call TriggerAddAction( t, function ItemTable000007_DropItems )
endfunction

//===========================================================================
function CreateNeutralPassiveBuildings takes nothing returns nothing
    local player p = Player(PLAYER_NEUTRAL_PASSIVE)
    local unit u
    local integer unitID
    local trigger t
    local real life

    set u = CreateUnit( p, 'ngol', -768.0, 4544.0, 270.000 )
    call SetResourceAmount( u, 13000 )
    set u = CreateUnit( p, 'ngol', 1024.0, -4992.0, 270.000 )
    call SetResourceAmount( u, 13000 )
    set u = CreateUnit( p, 'ngol', -2880.0, -1344.0, 270.000 )
    call SetResourceAmount( u, 12000 )
    set u = CreateUnit( p, 'ngol', 3136.0, 448.0, 270.000 )
    call SetResourceAmount( u, 12000 )
    set u = CreateUnit( p, 'ntav', -3904.0, 4352.0, 270.000 )
    call SetUnitColor( u, ConvertPlayerColor(0) )
    set u = CreateUnit( p, 'ntav', 4416.0, -4544.0, 270.000 )
    call SetUnitColor( u, ConvertPlayerColor(0) )
endfunction

//===========================================================================
function CreatePlayerBuildings takes nothing returns nothing
endfunction

//===========================================================================
function CreatePlayerUnits takes nothing returns nothing
endfunction

//===========================================================================
function CreateAllUnits takes nothing returns nothing
    call CreateNeutralPassiveBuildings(  )
    call CreatePlayerBuildings(  )
    call CreateNeutralHostile(  )
    call CreatePlayerUnits(  )
endfunction

//***************************************************************************
//*
//*  Triggers
//*
//***************************************************************************

//===========================================================================
// Trigger: Melee Initialization
//
// Default melee game initialization for all players
//===========================================================================
function Trig_Melee_Initialization_Actions takes nothing returns nothing
    call MeleeStartingVisibility(  )
    call MeleeStartingHeroLimit(  )
    call MeleeGrantHeroItems(  )
    call MeleeStartingResources(  )
    call MeleeClearExcessUnits(  )
    call MeleeStartingUnits(  )
    call MeleeStartingAI(  )
    call MeleeInitVictoryDefeat(  )
endfunction

//===========================================================================
function InitTrig_Melee_Initialization takes nothing returns nothing
    set gg_trg_Melee_Initialization = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Melee_Initialization, function Trig_Melee_Initialization_Actions )
endfunction

//===========================================================================
function InitCustomTriggers takes nothing returns nothing
    call InitTrig_Melee_Initialization(  )
endfunction

//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
    call ConditionalTriggerExecute( gg_trg_Melee_Initialization )
endfunction

//***************************************************************************
//*
//*  Players
//*
//***************************************************************************

function InitCustomPlayerSlots takes nothing returns nothing

    // Player 0
    call SetPlayerStartLocation( Player(0), 0 )
    call SetPlayerColor( Player(0), ConvertPlayerColor(0) )
    call SetPlayerRacePreference( Player(0), RACE_PREF_HUMAN )
    call SetPlayerRaceSelectable( Player(0), true )
    call SetPlayerController( Player(0), MAP_CONTROL_USER )

    // Player 1
    call SetPlayerStartLocation( Player(1), 1 )
    call SetPlayerColor( Player(1), ConvertPlayerColor(1) )
    call SetPlayerRacePreference( Player(1), RACE_PREF_ORC )
    call SetPlayerRaceSelectable( Player(1), true )
    call SetPlayerController( Player(1), MAP_CONTROL_USER )

endfunction

function InitCustomTeams takes nothing returns nothing
    // Force: TRIGSTR_006
    call SetPlayerTeam( Player(0), 0 )
    call SetPlayerTeam( Player(1), 0 )

endfunction

function InitAllyPriorities takes nothing returns nothing

    call SetStartLocPrioCount( 0, 1 )
    call SetStartLocPrio( 0, 0, 1, MAP_LOC_PRIO_HIGH )

    call SetStartLocPrioCount( 1, 1 )
    call SetStartLocPrio( 1, 0, 0, MAP_LOC_PRIO_HIGH )
endfunction

//***************************************************************************
//*
//*  Main Initialization
//*
//***************************************************************************

//===========================================================================
function main takes nothing returns nothing
    call SetCameraBounds( -5248.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -5504.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 5248.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 4992.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -5248.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 4992.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 5248.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -5504.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
    call SetDayNightModels( "Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl", "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl" )
    call NewSoundEnvironment( "Default" )
    call SetAmbientDaySound( "SunkenRuinsDay" )
    call SetAmbientNightSound( "SunkenRuinsNight" )
    call SetMapMusic( "Music", true, 0 )
    call CreateAllUnits(  )
    call InitBlizzard(  )
    call InitGlobals(  )
    call InitCustomTriggers(  )
    call RunInitializationTriggers(  )

endfunction

//***************************************************************************
//*
//*  Map Configuration
//*
//***************************************************************************

function config takes nothing returns nothing
    call SetMapName( "TRIGSTR_001" )
    call SetMapDescription( "TRIGSTR_003" )
    call SetPlayers( 2 )
    call SetTeams( 2 )
    call SetGamePlacement( MAP_PLACEMENT_TEAMS_TOGETHER )

    call DefineStartLocation( 0, -1024.0, 3776.0 )
    call DefineStartLocation( 1, 1472.0, -4288.0 )

    // Player setup
    call InitCustomPlayerSlots(  )
    call SetPlayerSlotAvailable( Player(0), MAP_CONTROL_USER )
    call SetPlayerSlotAvailable( Player(1), MAP_CONTROL_USER )
    call InitGenericPlayerSlots(  )
    call InitAllyPriorities(  )
endfunction
 

Vestras

Retired
Reaction score
248
Hey, could you maybe send the source? I'd like to see how you read the w3(something) files.
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
He wants to find the password within the .j file, I presume. But pointing that out defeats the purpose of this tool does it not?
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Well, it's not in the .j file.

Version 0.A.3 will have much higher level security, fyi.

Well as Romek stated, the location is obvious to the more "intrusive" hackers.
 
Reaction score
341
Dude, I know you read it as text, I'm not stupid. If you don't want to share your source, that's fine, but say that instead.

You asked how I read the war3map files, and I told you..

Sharing the source would give away my protection method.

I'm not trying to be a dick, and I'm all for open source but in this case it's not a very good idea. If you have questions on how I opened and read MPQ's and stuff I can link the you the library.
 

Vestras

Retired
Reaction score
248
You asked how I read the war3map files, and I told you..

Sharing the source would give away my protection method.

I'm not trying to be a dick, and I'm all for open source but in this case it's not a very good idea. If you have questions on how I opened and read MPQ's and stuff I can link the you the library.

No it wouldn't, I'm really not in the WC3 map making 'business' anymore.
But that's OK then.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
I'm not trying to be a dick, and I'm all for open source but in this case it's not a very good idea. If you have questions on how I opened and read MPQ's and stuff I can link the you the library.

yesplz

edit: ty!

EDIT2:
I think that some parts of this program are impractical.

When someone "hacks" a map, there can be two meanings. The first, is to inject a cheatpack. The second, would be to completely take over a map, ie. release a new unofficial version. The second can pretty much be made impossible by using Vexorian's optimizer and the Widgetizer (I hate that thing).

Now, there is no perfect way to stop someone from "hacking" a map. The best case scenario, is to disrupt the majority of "hackers", making them unable to deal with a foreign protection scheme. Three points:

1). Protecting the map, making it unopenable from World Editor. Pointless, because Vexorian already does it better. Your "password" system is just silly - why on earth would you want to protect a map, and then unprotect it? You would keep two copies, the unprotected ones, and protected ones ready to release. Even more silly is that it won't undo something like Vexorian's optimizer (which everyone should use to optimize their map) so its rather useless and obsolete too.

2). "Hackers". The reason I use quotation marks, is that most of them are simply following instructions. On that site you guys probably do not want me to mention (you pussies), their map deprotection requests section consists mostly of people following instructions. You'll get a few people who can look for JASS that disable single player, but still. Your "no single-player", I am assuming uses the Preloader trick (I haven't actually checked) - that's a good start. Using things like that to disrupt what hackers commonly do is the way to go. Finding a way to detect if a cheatpack has been injected, and then silently desyncing the game, would be a cool idea to look into.

3). Foreign protection scheme. There will always be one or two people who can actually undo anything you manage to do. Security through obscurity will not protect you if one person breaks it, and then spreads it on that certain site people probably won't want me to link to (you pussies). I'm not really sure what you can do here - you could implement a random element into your protector, so that a certain set of instructions will not always work (like changing the file name of the Preloader file). You'll just have to be creative.

Just my two cents.
 
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