[Christmas Gift Delivered] A way to know if the player is racing (testing/validating) from the Map Editor or not

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Harest
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[Christmas Gift Delivered] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by Harest » 12 Nov 2019, 19:23

Hi,

This is my request for Christmas* to any Santa Claus in Nadeo that'll be able to hear my call.
I'm making a map (non RPG) for an upcoming event. That map will have an easter egg or side quest if you prefer. Maxi031 helped me and i improved his side quest script** used mainly (exclusively until then?) in RPG maps a bit since.

Context : This stuff works with the MediaTracker calling a Manialink with some parameters that will return a ManiaScript.
It works well, except that i've one issue i'd really want to be fixed but it's currently not possible.
Issue: There's currently no way in this context (CTmMlScriptIngame) to know if the player is playing the map in the editor. I first thought i could check the map UID but it (Map.MapInfo.MapUid) is not live changed.

So, i'd need from that Santa Claus to add any way to do that check, to prevent a very easy cheat.

Thanks in advance for your consideration, dear Santa Claus,
Regards, Harest.

*Preferably a bit earlier so it can be ready on time.
**We or i'll release that script alongside the map release.

reggie1000
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Re: [Christmas Gift Request] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by reggie1000 » 13 Nov 2019, 10:19

Ho ho ho...

Wouldn't a password on your map simply fix the issue to prevent players checking out your MediaTracker ?
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Harest
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Re: [Christmas Gift Request] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by Harest » 13 Nov 2019, 13:37

Though i don't exactly know how strong they're, i've heard they're not really hard to find/bypass :/. So in theory yes, but in practice it doesn't seem so? :oops:

Also as weird as it sounds, i don't really like passwords on maps in the first place. I like to see how someone made his map sometimes, and if a player wants to do that on my map, eventually to get an item from it etc, i'm more than happy for (s)he to do so.

Security wise though, i don't know which one is the easiest to bypass. The password or what i suggested in the OP. Probably both to whoever really wants to cheat. But the thought behind the suggestion in the first place is to counter the one that wants to cheat fast & easy without any particular knowledge required (it's not entirely true, but i'm sure you know what i mean).

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Re: [Christmas Gift Request] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by reggie1000 » 13 Nov 2019, 15:07

I believe they're pretty safe, at least to discourage most honest players from trying to find secrets through there.

I understand that you do not like the idea of passwords on your maps, but people can always ask you the password or the item they want, if you trust them you can unlock them that way.
Do you think that people are really motivated enough to find a hidden MediaTracker trigger that they might not even know about in the first place to actually go out their way to download the map and try to bypass the password?
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Re: [Christmas Gift Request] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by Harest » 13 Nov 2019, 17:34

I'm always a bit trying to do too much on that aspect ^^. You might be right yep. I guess i'll do that and set a password and a message to anyone interested to not hesitate to contact me.

Thanks, Santa Claus.
Back to more ManiaScript coding to use JSON now, and then... Well then, integrating the 2nd quest because why not.

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mGuy
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Re: [Christmas Gift Delivered] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by mGuy » 13 Nov 2019, 22:53

I heard from someone that even if you have password on map, it can be manipulated from replay editor where you use ghost recorder to drive around the map :cry:
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Re: [Christmas Gift Delivered] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by Harest » 13 Nov 2019, 23:59

@mGuy : Technically by checking if IsSpectatorClient is equal to true, it prevents this.

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Re: [Christmas Gift Request] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by Miss » 14 Nov 2019, 11:26

reggie1000 wrote:
13 Nov 2019, 15:07
Do you think that people are really motivated enough to find a hidden MediaTracker trigger that they might not even know about in the first place to actually go out their way to download the map and try to bypass the password?
The existance of this thread makes me more motivated to open it in the editor and see what's hidden :)
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Re: [Christmas Gift Request] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by reggie1000 » 14 Nov 2019, 11:30

Miss wrote:
14 Nov 2019, 11:26
reggie1000 wrote:
13 Nov 2019, 15:07
Do you think that people are really motivated enough to find a hidden MediaTracker trigger that they might not even know about in the first place to actually go out their way to download the map and try to bypass the password?
The existance of this thread makes me more motivated to open it in the editor and see what's hidden :)
Obviously. I think I should put a password on this thread :D
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I work on the map editor, plugins and more.

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Harest
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Re: [Christmas Gift Delivered] A way to know if the player is racing (testing/validating) from the Map Editor or not

Post by Harest » 14 Nov 2019, 11:53

Ahahah.
Image

I'll create the thread to share the love on how to do all i did in my map. As the release date is far from now still (map is finished but event related, shhhh :p), but i just want to give this tool that Maxi031 gave me too in the first place. Kudos to him, and anyone that helped me.

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