Critical Hack?

This is a discussion on Critical Hack? within the Warcraft 3 forum board part of the Hot Games category; Is there possibility to make such a hack? i noticed that if you press stop very fast, the animation of ...

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  1. #1
    gavno is offline Newbie
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    Critical Hack?

    Is there possibility to make such a hack? i noticed that if you press stop very fast, the animation of crit apears sometimes, but i stop it with next press of "s" button, so it cant be made by hands, but can be made with program, i see it like when you press to attack something, and your unit reach some enemy - program start to make lots "stop" actions, and when crit animation appears, the program will wait a some milisecs so enemy will take dmg and after that continue this process, it can be used in both dota and solo aswell in some other maps, and not only with crit but with bash too, i think its agood idea


  2. #2
    Crazy-Focus's Avatar
    Crazy-Focus is offline Wannabe Member
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    It's a good idea for sure but i honestly dont think its possible to make such a hack like that

  3. #3
    Chaos[Dreamer] is offline Mentor
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    its not possible to completely alter the game like that i believe...

  4. #4
    Assault is offline Member
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    This is used in dota all the time with heros like Tidehunter waiting for an Anchor Smash (or whatever it's called) which does bonus damage in AoE. If someone could make a Ghoul Bot then this is definitely possible, the only problem would be the bot interpreting how much delay there is and when to hit "S".

  5. #5
    Darimus's Avatar
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    That's completely possible, just a question of whether or not it would be useful as described... you'd generally lose damage if every hit was a critical without a high enough critical percent or damage modifier on criticals...

    (even as a program, there's still latency over the Internet, so it's not going to be an instantaneous action)

  6. #6
    Darimus's Avatar
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    I wanted to see just how poor it would be, and it was even worse than I imagined (and I imagined it being extremely poor). It can be seen in single-player on a map with a blademaster with Critical Strike. Not sure if it works on anything else. Trying it online will result in an even poorer result, where it is hard to notice if it's even working (and it is, hard as that is to believe by watching it).

    It's not meant for serious use, just for testing. Bear this in mind if you try and use it. To use, extract all files and run inject2.exe. If the console window appears, and no message boxes appear with errors, it's on. You can then try it with a Blademaster hero with the Critical Strike ability learned (he must be selected, everything else is handled by the program; it would even work if you alt-tabbed out at that point). As for the "slow stops" in single-player, that's because of how long it takes for the Stop action to occur; the order is issued the instant an attack is prepared, before animation of the attack even begins. No orders are issued if the attack will result in a critical strike.

    (Also note that this wasn't precisely using the method originally described as spamming Stop until a critical appears... instead, it stops a swing if it would result in a non-critical strike; spamming stop might actually work better for getting criticals online, but would completely immobilize you, making it somewhat worthless in my opinion)

    Program is attached, but I see no harm in posting the source in case someone wishes to investigate further.
    Edit: Works with Bash as well

    Compile with BUILD_DLL defined.
    Code:
    #ifndef __TFTC_H__
    #define __TFTC_H__
    
    #include <windows.h>
    #include <stdio.h>
    
    #ifdef BUILD_DLL
        #define DLL_EXPORT __declspec(dllexport)
    #else
        #define DLL_EXPORT __declspec(dllimport)
    #endif
    
    #ifdef __cplusplus
    extern "C"
    {
    #endif
    
        DLL_EXPORT BOOL __stdcall DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved);
    
    #ifdef __cplusplus
    }
    #endif
    
    #endif // __TFTC_H__
    Code:
    #include "tftc.h"
    
    void writeByte(unsigned char* addr, unsigned char write) {
        DWORD pOld;
        VirtualProtect(addr, 1, PAGE_EXECUTE_READWRITE, &pOld);
        *addr = write;
        VirtualProtect(addr, 1, pOld, &pOld);
    }
    
    void writeDword(DWORD* addr, DWORD write) {
        DWORD pOld;
        VirtualProtect(addr, 4, PAGE_EXECUTE_READWRITE, &pOld);
        *addr = write;
        VirtualProtect(addr, 4, pOld, &pOld);
    }
    
    void writeWord(WORD* addr, WORD write) {
        DWORD pOld;
        VirtualProtect(addr, sizeof(WORD), PAGE_EXECUTE_READWRITE, &pOld);
        *addr = write;
        VirtualProtect(addr, sizeof(WORD), pOld, &pOld);
    }
    
    void writeFloat(float* addr, float write) {
        DWORD pOld;
        VirtualProtect(addr, 4, PAGE_EXECUTE_READWRITE, &pOld);
        *addr = write;
        VirtualProtect(addr, 4, pOld, &pOld);
    }
    
    void callPatch(DWORD from, DWORD to) {
        DWORD write;
        write = to - (from+5);
        writeByte((unsigned char*)from, 0xE8);
        writeDword( (DWORD*)((char*)from + 1), write);
    }
    
    void jmpPatch(DWORD from, DWORD to) {
        DWORD write = to - (from+5);
        writeByte((unsigned char*)from, 0xE9);
        writeDword( (DWORD*)((char*)from + 1), write);
    }
    
    DWORD retn = 0;
    
    void onNonCrit() {
        asm(
        "leave;"
        "addl $1, 0x84(&#37;esi);"
        "pushl $0;"
        "pushl $0;"
        "pushl $0;"
        "pushl $1;"
        "pushl $0x000D0004;"
        "pushl $0;"
        "movl $0x6F37B830, _retn;"
        "call *(_retn);"
        "movl $0x6F1B24D9, _retn;"
        "jmp *(_retn);"
        );
    }
    
    void onAttach() {
        jmpPatch(0x6F1B24D2, (DWORD)onNonCrit);
        writeWord((WORD*)0x6F1B24D7, 0x9090);
    }
    
    DLL_EXPORT BOOL __stdcall DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) {
        switch (fdwReason) {
            case DLL_PROCESS_ATTACH: {
                onAttach();
                break;
            }
            case DLL_PROCESS_DETACH: {
                break;
            }
            case DLL_THREAD_ATTACH: {
                break;
            }
            case DLL_THREAD_DETACH: {
                break;
            }
        }
        return TRUE;
    }
    Attached Files
    Last edited by Darimus; 08-29-2008 at 10:23 PM.

  7. #7
    MaMuT's Avatar
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    If This Really Works Is it Undetected in ladder games?
    The Legend

  8. #8
    Crazy-Focus's Avatar
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    if its undetected, does it work in roc?!?

  9. #9
    Crazy-Focus's Avatar
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    how do i open it? :S
    Last edited by Crazy-Focus; 08-29-2008 at 12:53 PM.

  10. #10
    Darimus's Avatar
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    It's not feasible to use it online, so I wouldn't really attempt to. Nor have I invested much effort in making it properly useable. Please read my post associated with it; it's not meant for serious use. In fact, it has a bug that makes it almost unuseable online presently that is frankly not worth fixing because of how poorly it works online. You're stopped if anyone who has Bash/Critial Strike learned and doesn't proc it, not just yourself. I don't see myself fixing that bug unless I have a good reason to.

    When you use it online, it is hard to notice if it even does anything, because when the Stop order is issued, it usually goes through with the attack anyway, because of the latency and 250ms buffer in online games.

    A similar program that spams Stop might be feasible if you can guarantee your enemy won't be moving, but would be pathetic if the enemy actually moved.

    Trying it in single-player will give you an idea of how it would work, in theory, without the lag.
    Last edited by Darimus; 08-29-2008 at 10:26 PM.

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