#ANTI HBE SCRIPT
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-- Hitbox detection script
local Players = game:GetService("Players")
-- Define acceptable hitbox size range for each body part
local HitboxSizeLimits = {
["Head"] = {min = Vector3.new(1, 1, 1), max = Vector3.new(2, 2, 2)},
["Torso"] = {min = Vector3.new(2, 2, 1), max = Vector3.new(3, 3, 2)},
["Left Arm"] = {min = Vector3.new(1, 2, 1), max = Vector3.new(2, 3, 2)},
["Right Arm"] = {min = Vector3.new(1, 2, 1), max = Vector3.new(2, 3, 2)},
["Left Leg"] = {min = Vector3.new(1, 3, 1), max = Vector3.new(2, 4, 2)},
["Right Leg"] = {min = Vector3.new(1, 3, 1), max = Vector3.new(2, 4, 2)},
}
-- Function to check hitbox size
local function checkHitboxSize(character)
for partName, sizeLimits in pairs(HitboxSizeLimits) do
local bodyPart = character:FindFirstChild(partName)
if bodyPart then
local partSize = bodyPart.Size
if partSize < sizeLimits.min or partSize > sizeLimits.max then
return true -- Hitbox size is out of acceptable range
end
end
end
return false
end
-- Function to handle player character appearance
local function onCharacterAdded(character)
local player = Players:GetPlayerFromCharacter(character)
if player then
if checkHitboxSize(character) then
-- Take action: You could kick or ban the player here
player:Kick("Hitbox manipulation detected.")
end
end
end
-- Connect character appearance to the function
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(onCharacterAdded)
end)
--
could always delete the "take action" part and revamp the script to log suspecious users to a database, for sc to investigate/manually ban in the connect character to the function part
dang
Yap?
fat?
No
heard thats pretty good, all tho outdated ^
its not that difficult to understand what it means. just its difficult to write it
nxi what do you use to learn code
anything specific?
Thats what i mean
I know how to code just luau is stupid
this
Learn the basics of computer science from Harvard University. This is CS50, an introduction to the intellectual enterprises of computer science and the art of programming. The course is taught live every year and this is the 2023 version.
💻 Slides, source code, and more at https://cs50.harvard.edu/x.
⭐️ Course Contents ⭐️
⌨️ (00:00:00) Lectur...
25 hours long
dam
Sure
i agree
god if u dont know how to code
coding looks like a whole foreign language
make it simpler
i feel like its easy to understand the purpose of what its saying but to put it together is difficult
Real
cs50 is pretty good, came in clutch first year
I would suggest against doing stuff like this as it is extremely hard for a person to detect HBE especially when factoring in lag and stuff like that
but good idea
if a script can detect HBE better than a person then leave it up to a script imo
obviously include a logging system so SC can investigate or whatever but yeah
intention was so sc could eco ban, instead of the roblox ban idk how ban systems work
really depends how accurate it is
if you can 100% detect HBE then just do an auto ban, people are not that good at detecting HBE unfortunately so yeah
if not then manual review
its really somethjing this game should have tbh
this wouldnt work for dod, as the script is for R6, dod is R15, and like others have said, this would likely be extremely unreliable when the server starts to get laggy
this doesnt do with anything server sided, eg laggy hitboxes, this is client sided and checks if a player has manually increased hitboxes
roblox hitboxes eg "humanoidRootPart" is always at a default set value
and if it is changed client sided, the script detects it
that script is server sided
its client sided
well it isn't because its connected to player added, if it were client sided that wouldnt be there
runs on the client end
this doesnt make sense
not really
¯_(ツ)_/¯
- thats a very basic script
there is so much more that would need to be added into script to actually make it function
mb just realised lol
it is server sided
mhm
still dont see how that could impact detection
- instead of automaticlly banning players
i will revamp this 100%
delay betweem client & server may make it so the hitbox is within acceptable bounds on the client however outside of said bounds on the server,
hence leading to false positives
but u can code script to check player every 30 seconds, and then if player comes back true (player suscpious) it can get added into database and store with points
a more sus player would have higher detection points
and a laggy player would be on a lower end
.
-- Log system with DataStore
local function logDetection(player, partName, currentSize)
print("[DETECTION] Player: " .. player.Name .. ", Part: " .. partName .. ", Size: " .. tostring(currentSize))
-- Save the player's suspicious activity in DataStore
local success, err = pcall(function()
local data = suspiciousPlayersStore:GetAsync(player.UserId) or {Warnings = 0, Detections = 0}
data.Warnings = data.Warnings + 1
data.Detections = data.Detections + 1
data.LastDetection = os.time()
suspiciousPlayersStore:SetAsync(player.UserId, data)
end)
if not success then
warn("Failed to log detection for " .. player.Name .. ": " .. err)
end
end
i dont code
but this shit is dirt easy
so clearly someone that actually codes for job can do a much better job of this
isnt gonna be very hard
if its server sided cant it check the ping of the player and the server tps to see if its lagging and disregard it when its lagging
or calculate the appropriate hitbox size with lag
thing is
the creation of a proper anti hbe is tricky
you'd need to account for the shooter's ping, the server ping and the discrepancy
this isnt based on hit detection
and then have a proper verification that would always return true but false when something's wrong even with all variables considered
better to just actually discard the shot instead of falsely flagging someone
false positives would be minimal for a non hbe, whereas a user would be pinging every 15-30 seconds
it would be serverly
server sided
this is what head hbe looks like
it will check if a player has ultered hitbox sizes based on the default values
nothing to do with lag
nothing to do with getting shot
it just checks the values in this
and if values are ulted, eg this
it will flag a player add a point to the database, sc ect could review
all flagged players can be added to the database, and each time a player gets flagged, lets say 30 seconds per check, if true = +1 point
1 hour of gameplay = 120 times getting flagged
which means its pretty obvious someone is using hbe
suuus
lua is the easiest programming laguage to learn tbh
No.
dam
wish i knew code like you
Ping doesn’t hbe most of the times
If a person was never in that area but a shit fires there and damaged them lag doesn’t have an affect
That’s most cases of hbe in aegis
@paper eagle can you elaborate on how this isnt a banned suggestion
Implementing anti-exploit. We already have one, and it's constantly being improved upon.
is anti hbe not the exact same thing
hbe is exploiting
thus anti hbe is anti exploit, no?
🤓
This game doenst have that good of an anti cheat
And the admins don’t give it credit when they let exploiters play unnoticed
tbf we do a pretty good job of tossing the exploiters
The ones that hide it a bit is what I mean
i mean if you're aware of any exploiters we've missed feel free to send a clip over\
plus while unmoderated servers around like 4am were more common last year its recently been really hard to find a server that doesnt already have someone with mod on who could ban the exploiter
more then 90% of the time if we send a clip the player doesnt gett banned