#my anti cheat doesnt work against actual hackers
1 messages · Page 1 of 1 (latest)
is this a localscript?
nah server
lol
what a contrived over-engineered piece of garbage 
if humanoid.WalkSpeed > 50 then
humanoid.WalkSpeed = math.clamp(humanoid.WalkSpeed, 0, 12)
correctPosition(lastPosition)
flag("WalkSpeed exceeded server max")
lastPosition = root.Position
return
end``` this does literally nothing
if humanoid.Health > 300 then
humanoid.Health = 0
flag("Possible Godmode / Health hack")
lastPosition = root.Position
return
end``` this does literally nothing
if not legitStates[state] and math.abs(velocity.Y) > MAX_VERTICAL_VEL then
root.AssemblyLinearVelocity = Vector3.zero
flag("Vertical exploit")
end
``` this is pretty much never going to trigger
local ray = workspace:Raycast(currentPos, Vector3.new(0, -4, 0), rayParams)
local grounded = ray ~= nil``` this is improper (use humanoid.floormaterial)
chill on me big bro 🥺
local speed = delta.Magnitude / dt
if speed > maxAllowedSpeed then
correctPosition(lastPosition)
flag("Speed exploit")
lastPosition = root.Position
return
end``` this is just plain flat out wrong
speed is pretty much over the max allowed 100% of the time
which suggests this script contains an error
and somehow im not surprised of that
so just testing this
if not isSprinting and sprintCooldown <= 0 then
if horizontalVel > (WALK_LIMIT + WALK_TOLERANCE) then
correctPosition(lastPosition)
flag("Exceeded walk speed limit")
lastPosition = root.Position
return
end
end``` this is the only one firing
local speed = delta.Magnitude / dt
if speed > maxAllowedSpeed then
correctPosition(lastPosition)
flag("Speed exploit")
lastPosition = root.Position
return
end``` also got one of these as expected since it pretty much guarantees firing 100% of the time
even if you aren't cheating
you got it by walking normally right?
bro you should test these things not ask people to test it for you
yeah maybe thats why its not working for you
coz it is triggering for me
its just
very bad 😂
local speed = delta.Magnitude / dt
if speed > maxAllowedSpeed then
correctPosition(lastPosition)
flag("Speed exploit")
lastPosition = root.Position
return
end
``` this triggers basically just always
specially when falling
step off the baseplate and get kicked 😂
and yea if this is a localscript its not going to do anything since exploiters can just disable it
specially if you named it AntiCheat
and there is one extra interesting factor to this
because you should be getting false-positives
its definitely kicked me a few times for no reason 😂
yeah that happens 😔
so leads me to believe you've either made this a localscript, or you're accidentally giving EVERYONE the IgnoreAntiCheat or Ragdoll flag, which ignores the anticheat, OR they have some kind of counter to this but i highly doubt that
its not practical to decouple the rootpart from the character just to fly around, and it'd get detected on landing
its a server script in startercharacterscripts
so it's either a localscript, or you're giving everyone the ignore flag
that's after ignoring all the checks here that don't do anything
coz these 2 will trigger a detection
test your shit better next time 
how would i fix the checks that don't do anything
you can manually emulate what a cheater is doing straight out of roblox studio, by setting your humanoid's speed on the client. this causes a desync making your humanoid very fast on the client, but the server doesnt know anything until you start moving
dude test your stuff
if humanoid.WalkSpeed > 50 then
humanoid.WalkSpeed = math.clamp(humanoid.WalkSpeed, 0, 12)
correctPosition(lastPosition)
flag("WalkSpeed exceeded server max")
lastPosition = root.Position
return
end``` if you can't trigger it manually, exploiters will never trigger it.

i already did bro
'did you try ever once setting your walkspeed above 50 on the client? no? well go do that'
thats why i said the anti cheat doesnt work
against actual hackers
it works against me tho when i fly and set speed
and i know for a fact you never did that because if you did, you would know that condition doesn't do anything
this one
everything else seemed fine tho
this is extremely sensitive to framerate and can theoretically trigger detections when you're barely moving. it also triggers when falling
this one works fine
well you're pretty close to having it correct
distance comparisons is about the only thing you can do on the server
just be mindful you can never ban for this due to false positives
i dont
it's just kicks atm
like the only problem im trying to figure out is why does it not trigger for actual hackers
hold on
you'd have better results putting random remoteevents in your game and connect them to an instant ban tbh
"AdminCommand" -> only thing it does is ban
"FreeMoney" -> ban
these are guaranteed cheaters
so you can ban for it
🙂
since exploiters tend to be dumb skids who cant write their own cheats, they'll just fire random remotes to mess with your game
here is an actual fly hack i found from googling for 3 seconds i wonder if they have any countermeasures
Universal Script 📌 - makes you fly and you can turn up the speed for extra speed
damn obfuscated garbage
ill check this out 👦
this chains to another script here loadstring(game:HttpGet(('https://gist.githubusercontent.com/meozoneYT/949a2c8c33bfff565b6ad58c1fb47dea/raw/9212fadff6799ba58dd1d507d3fcadadaeb3bec9/arceus%2520x%2520fly2.1'),true))()
-- arceus x FLY script v2
-- this script is easy to deobflucate right?
-- yea you can deobflucate this but plese give me a credits
--BY me_ozoneYT
here's the actual code by this little piece of shit
for starters
add this to your detections
local main = Instance.new("ScreenGui")
main.Name = "main"
main.Parent = game.Players.LocalPlayer:WaitForChild("PlayerGui")```
you'll need clientside of anticheat for that
haha
yep
this is interesting speaker.Character.Humanoid:ChangeState(Enum.HumanoidStateType.RunningNoPhysics)
so they do change the state to something random
https://create.roblox.com/docs/reference/engine/enums/HumanoidStateType
RunningNoPhysics 10
(Deprecated) Currently running and not near other physical objects.
that'll stop you detecting anything based on humanoid state
well
aside from detecting this fact
fortunately there's a few ways to detect this one, but you can be assured that this is not the only one
https://www.youtube.com/watch?v=fBdBXbpO5Vk ai slop trash, report this
so ya point is, just bear in mind these cheaters are dumb kids with no scripting skills, they don't make their own cheats they just use other people's
and often, these shitty cheats are made by other kids who barely have a clue or ai generated it, so there should be tonnes of easy ways to guarantee detections
detecting difference in position is a start but it has false positives, you can do so much better without risking false positives and actually start issueing bans if you actually care about anticheats 👍
should i make a detection for this?
should you? idk you can do whatever you want, im not your mom and you can make your own decisions 
but if it were me, and i were building an actual anticheat
i'd be looking for existing cheats to find ways to detect them
- check loadstring enabled + check httpservice enabled, particularly if your game doesnt use either
- listen for random shit added to playergui or workspace
instances that shouldn't exist on the client
etc
lots of ways to detect on the client, and they don't always have countermeasures
even if they did, there are ways to counter the counters
such as cloning the detection script into their playergui
with random name
or having parts of your game that are required for function also perform some detections so they can't just blindly disable it otherwise it breaks the game
lots of ways to do it
anticheats are not strictly limited to just detecting difference in position, which again, has false positives
none of these other methods can produce false positives
if loadstring is enabled, guaranteed cheater
etc
naturally you need to be an experience scripter to capitalize on any of this so, good luck
👍
would AI anticheat work on this?
we snapshot the data, then give it to some neural networks
wouldnt it be more accurate if we train the AI on py
write to data stores
in which our game will read that data
and perform some cals
this is kinda dumb
how would an ai anticheat work
wat
i mean train on py, then it could write to the data stores
then we could create neural net on our scripts
using the data
i tried it before
i dont think you understand any of this
anyway no this is not possible, and not relevant to this thread. there will never be such thing as an ai cheat detector, since it will always have false positives due to ai hallucination.
confirming a cheat requires a detection method with 0% chance of false positive. those are not something ai can help with
since you would need to know in advance who is and is not a cheater in order to train it, thus eliminating the point of the ai in the first place.