#A solution to players using the share camera to fly in ^MurderV3

1 messages · Page 1 of 1 (latest)

fervent canopy
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I have made a custom anticheat in ^MurderV3 that prevents users from going through walls entirely

The way this system works is, we cast a ray from your LastPosition to your current position
If the raycast hits something, we teleport you back to LastPosition
If the raycast does not hit something, we set your LastPosition to your current position

But, we have a problem
The "Share Camera" object is invalid, and the player freeze it in place, and, for some god forsaken reason, Raycast can detect it. Once this was discovered, it has lead to users using the share camera to gain height, flying above everyone as to be invulnerable, so I need a solution

My first thought was to only have it teleport you back if the angle of the surface normal is around 90 degrees, meaning its a wall, but this would mean you can clip through the floor/ceiling, which I don't want

My second thought was to disable this section of the anticheat if its constantly being activated, as to make the player fall through the camera, but this could go wrong in 2 cases:

  • Players using this to their advantage to clip through walls
  • Players boosting themselves up for a second to hopefully "reset" the timer
autumn gull
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Cant u just height toggle under the map and then glitch walk or c step thru the wall?

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And i think u can detect if any objects the raycast has hit isnt a maker pen object

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Like get the tag "makerpenobject" or smth

subtle ridge
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I concur with what Crabs said above, I'd specifically create a "wall" tag or something similar, and then have the raycast only pick up that tag.

Furthermore, if a raycast is blocked by an object that does not have a wall tag, you could create a new raycast at the position of the previous one's hit position

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Based on this, you could teleport them if & only if you encounter a "wall" tag, otherwise let it be

fervent canopy
subtle ridge
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That makes things more difficult

fervent canopy
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i know

subtle ridge
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Are cameras also invalid?

fervent canopy
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Yep

subtle ridge
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I'm guessing so

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Yeah fuck

fervent canopy
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even if the walls were rec room objects, we would have to make EVERYTHING rec room objects because its not just the walls we dont want you to walk through

fair burrow
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Give me a moment actually @fervent canopy
I'm gonna try something

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What if you used Down Velocity or Is Falling?

Because this issue is when the player is in the air with the share camera, they must have a constant Down Velocity or be in a constant state Falling

fervent canopy
little fjord
little fjord
subtle ridge
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invis collisions would still use ink though.

little fjord
subtle ridge
little fjord
subtle ridge
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invisible collisions use ink

little fjord
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But NONE of the room has ink.

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Plus invisible collisions being used as normal collisions actually saves ink.

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And if I remember incorrectly, and only things spawned in Studio, don't take ink, then spawn invisible collisions in Studio.

fervent canopy
little fjord
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True.

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Break into the Rec Room office, add optimization, then add invisible collisions.

kind pollen
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Couldn’t you check where the player is with trigger volumes, (because there is multiple floors I believe) and then get the players Y pos, and make sure it doesn’t go past a certain point based on the room they are in?

kind pollen
kind pollen
# fervent canopy ?

Using a trigger volume that covers the whole floor/room, you could get the list of players in the room, then actively check if that list contains the local player with a 30hz event receiver, then set the room they are in with some kind of variable, and based off of what room they are in, have a maximum Y position (for example the highest you can get while jumping) and if their Y position goes past that point, it uses a set transform, set position, or respawn to return them to the ground again, which would effectively eliminate all flying, at least I think.

fervent canopy
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Kiwi has already given me a solution I think would be more reliable

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Turning off the system when you reach terminal falling velocity (20m/s)