#Anti-Exploit

1 messages · Page 1 of 1 (latest)

tall karma
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instead of detecting executors like this

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you can proof your game against common exploits

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with sanity checks

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it would be better

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how are u doing this

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how are u blocking the speed

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yea well false positives do happen

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as long as you are not banning them

fresh rock
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IMO it's better to record a player's last 5s of movement at all times. Have a variable on the server side for if it's bypassed or not for special cases like in case of distant teleports. Then just constantly check if within the last 1 second, the magnitude is bigger than a certain amount. It is it, set their location back to the previous second's position.

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also

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don't do this

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local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
local Humanoid = Character:WaitForChild("Humanoid")

repeat task.wait() until Humanoid and HumanoidRootPart
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local HumanoidRootPart = Character:WaitForChild("Humanoid") --this will yield until it is either infinite (5 server time seconds) or it is found.

--WaitForChild takes in a second parameter of a time value for how long you can yield until the object comes into existence.

--You don't need to make a loop until both exists since they will either error at the variable or instantly go through
charred vapor
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clientside anticheats are completely useless

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they can just disconnect the function, or replace the function with a function of their own.