#Anti-exploit

1 messages · Page 1 of 1 (latest)

old swift
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you cant really detect when they inject scripts

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you have to just have checks on the server that prevent what they are doing

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im not too experienced in anticheat development but u can watch some of these videos to get a better understanding:
https://www.youtube.com/watch?v=SFAwwmb8G6o
https://www.youtube.com/watch?v=hr_8svt1n1E

old swift
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you cant check walkspeed on the server

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because exploiters can set their walkspeed to 100 on the client

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and the server will still think their walkspeed is 16 (default walkspeed)

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There are a few ways to do checks to prevent people from setting their walkspeed very high though (DO THIS ON SERVER SCRIPT):

  1. Run a while true loop and just set every player's walkspeed to 16 forever.
  2. Continuously check the player's humanoid root part position. So if the player is at (0,0,0) and then the next second they are at (100,0,0) then you know that something might be wrong and you could teleport the player back to their old position or something like that
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there is probably more ways but im not experienced in anti cheat so these are just the ways I know

sage stag
old swift
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so set it to like +0.01 then -0.01

sage stag
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yeah

sage stag
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tbh trying to make anticheats to this degree is a lot of the time fighting a losing battle
speed exploits are not easy to detect or prevent without countless false positives and/or harming the user experience by them feeling like theyre rubber banding

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your focus should probably be more on making sure that speed doesnt give them a competitive advantage, or implementing ways to moderate things manually instead of trying to automate everything

jovial finch
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only way to check walkspeed on server is constantly seeing the amount of change in distance from previous position in a loop

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not checking actual properties

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only way to win is by patching common scripts which skids use, and hope competent exploiters don't find the game. That's if their only using inf yield, etc.

pure dragon
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i have a weird approach to this but im not sure if its correct

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in my game u can move at crazy speeds when ur sliding around or exploded and since its a movement i dont want it to have input delay so as to keep it as smooth as possible

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what i do is i keep track of their positions on the server and then when i see a crazy change in position like this i log it and then wait for a remote event on the server (mines named "Movement")

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if the remote event does not happen in a certain amount of time i then position them back

jovial finch
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good solution as long as you detect the movement event isn't being constantly fired

pure dragon
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thats the slide cd time

jovial finch
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does it check on server if its fired before 4 seconds?

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good way to allow fast speed

pure dragon
jovial finch
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I'm saying the exploiter can constantly fire it to avoid being detected by AC

pure dragon
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UR RIGHT

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OOPS

jovial finch
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I would just do a check between remote firing times, and if the remote is being fired under ~2-3 seconds apart more then 10+ times then you can flag them for possible remote manipulation

pure dragon
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currently i just check like this

server detects big speed ----> expects response within a certain time frame ----> if no response then reset pos

pure dragon
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it should only be possible to fire that remote every 4 seconds at maximum per player for me

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oops

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but im not sure if this is the best way this is what i do; u can alternatively have ur humanoids and stuff on the server and handle visuals on the client

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if u are interested on that u might want to look into chickenoid or something its called

jovial finch
pure dragon
jovial finch
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oh I see

pure dragon
# jovial finch oh I see

so if u press w and u are at position 10,0,0 in ur client but at the server u are at 5,0,0 then the server will put u back at 5,0,0