edited 1×, last 12.09.20 01:22:19 am
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CS2D Scripts (closed) Map Protection(closed) Map Protection
12 replies 1
You should be proud if people like your maps so much that they want to play them on their own servers as well. I don't really see a problem with that.
gl & hf
Also, you might be able to build a lag machine with entities that takes a certain sequence of triggers activated by lua to deactivate, but that could just be cut out of the map code if someone really wanted to.
Hador has written
I guess the alternate answer would be to create a script that places all of the tiles with settile when the map loads, but no guarantees for a playable experience for any decently sized map.
I thinks there was a script for this uploaded here. Unfortunatelly I do not recall.
Hador has written
Also, you might be able to build a lag machine with entities that takes a certain sequence of triggers activated by lua to deactivate, but that could just be cut out of the map code if someone really wanted to.
You can do this wither the weather effect. Though this is easy to remove with automatic means.
To have real map protection you have to find answer to one of these questions:
Is there a part of the map file that is only read by the editor?
(no, the map editor and the game uses the same load function)
Is there a part of the map file that is only read by the server?
(yes, but actually no. See the first qoute).
My opinion: Map protection is evil. It prevents mappers from learning from existing maps. Also you cannot improve maps on/for your own. As I was WC3 mapper I remember people using map protection (second question class) and it was annoying. It prevented me from learning (missunderstood as copying).
Edit: yeah that script is that one MikuAuahDark posted.
edited 1×, last 12.09.20 01:33:34 am
KhalidDotcom has written
@ MikuAuahDark: I did try your script but it gave me a error about tiles and didnt work
Ah, I guess I have to update that script. Maybe I'll make that standalone executable instead.
Honestly, no map protection is perfect. I've seen some map protection mechanism:
Snow spam in Map Editor
Info_TeamGate
settile
All of them have their advantages and disadvantages
Snow spam in Map Editor: Cause the game to lag af and eventually makes CS2D think they're compromised and closes itself. The deactivation mechanism is usually done with Trigger_Start or trigger. The disadvantage is you have to apply/remove the protection manually with 3rd-party scripts/tools.
Info_TeamGate: Prevents player from spawning as they're killed directly on spawning. Same disadvantages as above.
settile: Player only download maps with tile #0 filled. For my script, it only removes tiles which doesn't use/affect(ed by) map blending as those are impossible to set with settile. The disadvantages is minimap won't work properly.
A dedicated people who really wants your map will always able to build it, like when using settile method, they can basically join in your server, open another CS2D instance, and recreate your map using the downloaded map as building block.
That's when talking about dedicated people. Using either or all of those methods above should stop kiddies from stealing your map. And as DC said, the best way to protect your map is not to distribute it to public (this includes making public server with it!).
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