if not Timestop then return end
overlaps.FilterType = Enum.RaycastFilterType.Exclude
overlaps.FilterDescendantsInstances = {Timestop}
local canfreeze = Timestop:FindFirstChild("CanFreeze")
if not canfreeze or not canfreeze.Value then return end
local partsInBox = game.Workspace:GetPartBoundsInBox(
Timestop.CFrame,
Timestop.Size,
overlaps
)
for _, part in pairs(partsInBox) do
local char = part:FindFirstAncestorOfClass("Model")
if not char then continue end
if char.Name ~= Timestop.Player.Value.Name then continue end
if not processedChars[char] then continue end
local streak = char:FindFirstChild("Streak")
if streak or streak.Value < 100 then continue end
local hum = char:FindFirstChildOfClass("Humanoid")
local hrp = char:FindFirstChild("HumanoidRootPart")
if hum and hrp then
processedChars[char] = true -- prevent repeat processing
for _, bodyPart in pairs(char:GetChildren()) do
if bodyPart:IsA("BasePart") then
bodyPart.Anchored = true
end
end
end
end
end)```
#I am trying to make a timestop ability
1 messages · Page 1 of 1 (latest)
the player/entity are not being anchored and even if it did, it not very accurate/consistency. what am I'm doing wrong here?
this is overcomplicated, i personally wouldnt do this and instead would use GetPartsInPart() along with a for loop to anchor all the parts then countdown after to disable the effects and can simplify this
local function timestop(timeAmount)
local parts = GetPartsInPart(--[[clone a part or make a sphere]]);
local anchored = {};
for i, v in parts do
if v.Anchored == true then table.insert(v, anchored); continue end
-- anchor parameters
end
task.wait(timeAmount);
for i, v in parts do
if anchored[v] then continue end;
--unanchor parameters
end
end```
if this doesnt work its because im too tired to write working code rn and you canj prob solve it yourself from this
Making a new part for every single time stop would be performance unfriendly especially if it's the main ability and that's why people use boundinbox (they practically do the same thing without having to make a new part)
personally if I had to do a time stop ability I'd just do it clientsided where it would use os.clock so you can't modify the timing w exploits and have the timestop be stored in an array to just be stopped (as in you can cancel the time stop) later
though making a whole object for time stops may be inefficient if you have time constraints
game.Workspace you probably should have stopped there, but you didn't, so your code stopped you for you at if not processedChars[char] then continue end instead.
this probably gonna stop you too local streak = char:FindFirstChild("Streak") if streak or streak.Value < 100 then continue end
"just do it clientsided" and "so you can't modify .. w exploits" do not belong in the same sentence.
it really depends
if that's how you would do it hey dont let anyone stop you, but this is generally bad advice
performance of creating one part i.e debris, or a hitbox for that matter, is negligible
if you were spawning 100's of parts per frame then ye maybe performance would be an issue
but one?
bruh
in the course of a single vfx many parts are created and destroyed in very rapid succession, that's what vfx is, and performance never been a problem there, why would it be a problem here?
You can assume multiple people would be using it as things like abilities are usually against other players
and it's still not worth using partsinpart as you have to also know timestop abilities will also anchor anyone who enters the area
bro can't get his timestop working in the first place and .. performance is your priority? why 
legit question btw i see it a lot
y not
I decides to use Magnitude
sure for vfx it should probably be on the client depending on what it is since you may not need physics sync and one small remote is cheaper than networking a bunch of part creation, but that's also saying that moving those purely-visual effects from server to client is not trivial in the first place. the actual timestopping would be server regardless to start with ;o
also it does fire every frame btw
** You are now Level 6! **
since you do need to watch for anyone going into the timestop radius
i can understand your reasoning but perhaps it is supposed to persist for some time. for one frame you'd be right, we dont know if that's the case here
still, trivial to move it to a one-shot when it is working
yes, this 👍
so what i'm really wondering here is why there is such an obsession with performance when those changes are usually pretty trivial and insignificant compared to "it doesnt work". why oh why is performance and optimization a priority over simply working as a first step?
it confuses me greatly
perhaps it is some unwitting device or strategy to eliminate competition so people get into performance (a rather difficult subject specially for beginners), get overwhelmed, and quit ? 
A lot of people are addicted to having silver performance in their games and I am no exception 
a lil offtopic but this opportunity presented itself nicely 🤷
It really depends on if you want the bare minimum or the most optimum solution
minmaxing is a final step, not a first step, wouldn't it be?
for a beginner who hasn't ever pulled off a particular effect before... isn't bare minimum the more desirable goal? why does it have to be perfectly optimal on a first attempt?
I willingly script modules in strict because I hate myself (not actually but I just do --!strict for the fun of it)
human nature to be abnormal
it's like chucking a toddler into an olympic swimming pool and asking them to compete for the gold medal, and i can't tell if the expectation for said toddler to actually win is satire or sarcasm or whatever it might be, unwitting or not -- it just makes no sense to me
win or lose, you wouldn't have chucked the kid into the pool if you knew he would lose immediately
exactly 💯 so why are we chucking beginners into the gold medal standard of optimal performance when they don't know how to even keep their head above water so to speak?
just something i realized and it's hard to put it into words. maybe its unintended, or just wasn't recognized thats what was happening 🤷
maybe its just easy to talk about performance and sound like you know what you're talking about, when really its just all flash no photo
To make others suffer but also because I just don't like when people set their own self standards higher than what they can attain but I still would want to help
idk man I learned luau in a REALLY short time but still managed to make some decent stuff
adhd powers I suppose
hyperfocus is a helluva drug
for this timestop tho i was actually wondering about how you would approach a tweened timestop, where stuff slows down while the world around it continues
if something happens to collide in the middle of that 'tween' and changes direction - i can't quite figure out how to translate that into the speedup
i'm sure there's a way but i aint even bothered about performance til working theory there ;p
just make a whole physics system atp
as they say;
- make it work.
- make it right (do it properly)
- make it fast (optimize).
in that order.
roblox physics are just hard to control
nah i think it can be done with roblox physics, it is more optimal and performant 
well then for debris and unanchored parts you can just add bodyvelocity or some type of force to slow their descent/ascent
for characters just have the animation slow down until time gets stopped where their animation is frozen
antigrav is relatively simple, the collisions between timestopped stuff and external stuff is relatively simple (make the timestopping stuff tween their mass as well so if you jump into it, it'll move but much slighter than it normally would)
and just tween assemblyvelocities down
but returning to original speed, not sure on that one..
particularly after a collision where the velocity reverses direction entirely
maybe just cache their speed into an array? who knows
as small bumps are unnoticeable
ye that's the starting point
if theres not a billion timestops at once its fine
id use it here because its simpler
like it identifies the part and just stores it like
{[Instance] = {AssemblyLinearVelocity, AssemblyAngularVelocity}}
i think the difference in speed lost to intentional slowdown vs speed lost per frame needs to be recorded every frame, and the velocity direction on the final frame, then you average the total intentional slowdown as the target velocity (so you maintain 'natural' physics-based slowdown i.e friction) apply this to its current trajectory as the mass and gravity increases back up, or something. 
you'd want to get that math juuust right so it doesn't slam into the floor due to gravity, or maybe you intentionally calculate what the acceleration due to gravity should've been so you can then cancel that out.
gets a bit complicated trying to do this in a generic way 
now this, this system would be incredibly expensive at around 100 parts so you'd want to optimize this almost from the outset after first working proof of concept
...but not before 
if only roblox actually had those physics calculations as a function library
hah yeah game.timescale=0.1 when
- at the very least -
if you wanted to localize it... yeaa more physics api would help... but i still think it can be done
localize as in timestop a part of the world but not all of it
That's usually how people do time stops
rather, how people would expect it to function
i mean its an annoying system if your not doing a full stop but i think a stop would be fine yeah
a slowdown would be horrible
i might make something for this later on, physics time slowing and time stop is pretty cool effect
slowdown for like a second towards a full stop
or even simply bullet time
deffo not horrible
if it's serversided then yeah
?
you would always do it on the server here
not if it's things like slowdown effects
yea ig
you would do slowdowns on the server
so everyone can see it
if its a single player game
you do it on the server
incase of a low end device
nah id :FireAllClients and make a clientsided stopped time area
you do realize with exploits you can just block fireallclient calls and you can change anything client sided
it would be so easy to bypass
you can block invokes but not FireAllClients
yes you can
if your recieving anything on the client its blockable
exploits can only block remote events called from the client itself (which highkey is a bad idea if your remote event isn't an input logger
if something is sent to the client for code to run on the client you can stop the code from reaching the client
if you could find the source of the connection
and even if you do destroy it you'd practically be damning yourself as that also holds input responses so
what's the point of exploits if you can't even enjoy the game
thats not hte argument here
you do realize you can just
send input
the client shouldnt be used for anything important because it is all changable from exploits
exploits run on the client, if something is ran from the client you can change that from the client
why would one make a whole input logger js to send inputs outside of a connection made by the game
its 10 lines dont say "a whole input logger" 💔
you could also juist
disable the freeze effect
fromt he client
instead of doing all taht
the thing is most people who use exploits are just googoo gaga babies
and the people who do use it with experience are just prob testing their own anticheat
yeah and the 1% who are actually developers are good at bypassing anticheats
people make a lot of money selling scripts
for popular games with strong anticheats
byfron is actually good now so the people who do exploit have the likelihood of just never getting their accounts back
also those team of anti-exploiters that make scripts to log peoples users and send them to roblox
which I forgot the name of
💔
your just dodging your point of using the client for important things
you should never use the client for important things
its easy to bypass
cheat baiting is hilarious to watch
depends on what you describe as important but yeah
things that gameplay and enjoyability depend on
core systems are always in the server no question
things that gameplay and enjoyability depend on are things like (for example) a time stop system right
and if you do that on the client right
you can just disable the entire system right
because your setting it on the client not the server
or just anchor the player's character on the server which also happens to strip them of network ownership at the same time then they cant do nothin 
yes
and also
but also roblox by default trusts the client for their character under normal circumstances so like... wat you gonna do, make your own prediction model?
exploiters can just unanchor their character and move freely again
this argument has no point of being an argument
but yeah
na not if the server anchors it lol
😭
no they cant
they can on their client and it looks fine
but they are still anchored on the server
its not replicated
ye idk how this turned into exploiting
someone just trying to get help on their timestop logic and then it becomes an exploit debate
😭
coz im doing exactly this anyway, i'll probably need it for advanced timestop
🙂
full server authoritative + predicted movement, just like how source engine does it.
idk why roblox doesn't, its dum for not doing it
maybe too hard for kids to develop for 🤷
as if this is any easier..
I know a lot of people that exploit use dex explorer and dex explorer can't see tags as of forever since its old as hell but
you can probably just use tags as a sort of detection
how most multiplayer games do it
which is kind of annoying
but yeah
lol 'most'
they are switching to it soon
iirc
na when you hear an announcement for auroraservice then you'll know it's "soon".
there was a dev forum post about it a while ago and the exploiter community started shitting themselves saying "IS THIS THE END OF EXPLOITING"
since they don't want their players to look like they're teleporting and accidentally triggering an anticheat
or something
i think september or october is the switch
i forget
auroraservice in sept/oct? bs. cite sauce
lemme find it
aurorascripts when???
silksong will be out long before auroraservice drops
apparently with flags you used to be able to use aurorascripts (using internal) but I think they patched it
I saw some guy use aurorascripts without it being public yet
@tidal cypress found it https://devforum.roblox.com/t/creator-roadmap-2025-spring-update/3624895
Developer Forum | Roblox
Hi Creators, We’re excited to share our first update to the Creator Roadmap of the year! Since we last updated the roadmap, we’ve shipped over 45 features, including significant updates to Studio, Assistant, discovery, our voice safety classifier, Cube 3D/Mesh Generation API, and the Text Generation API, which we announced at GDC last month...
server authority
or smth
if it does happen it will ruin a lot of games for the McDonalds wifi community
Server Authority (Beta): The Server Authority beta is coming this Summer, to designate the server as the single source of truth for game actions, logic, and data. This is a huge effort, and we want to make sure we get this right, but our goal is for a full release by the end of the year.
"our goal"
Range limit for lights: We’re increasing the range limit for lights to 120 studs.
i like this one
mb
it was lower?
i thought it was like 1000 studs
i dont use lights that much tho
yeah probably
the only strong thing on the roblox engine is the anti-tamper
probably one of the best usermode ones out right now
its not kernel though ✌️
even if it were it will never be good enough
that means its forever undetected to use external cheats on roblox, but its not really a game where external cheats would be preminent so its probably fine
the team working on it is suprisingly skilled but yes i agree
they stopped all internal cheats for the time being
its been about a month with no new public ones i believe
then again most of the public/paid executor devs are skids who cant code for shit ✌️
either way im still making my own, and if roblox releases a good one, should be trivial to refactor my code to use the new stuff since the design patterns for prediction are all the same
lowk the light thing got me thinking im probably gonna try to make a raytracing system in luau