The title is self-explanatory so please answer the question provided in it
Doubt it, even those who have one braincell can exploit pretty well.
Some beginner exploiters abuse something like the properties of the humanoid to change the Walkspeed or jumppower, the client anti-exploit will detect that and ban them immediately
My question is that how much those âbeginner exploitersâ take up of the total exploiters on Roblox? Is it a large amount? Would scripting the client-side exploit worth it?
Hard to tell, but with all the information on the internet, I doubt there are many ânew exploiters.â
I think all these ânew exploitersâ are young script kiddies who barely know what theyâre executing, and for the people who actually know how to script I think theyâre already too advanced for that plus the fact that their code also goes to said script kiddies a lot of the time
With that being said, scripting a client anti exploit might be a waste of time, thank you for your answer
Well, it is worth it. Though itâs only so long until the script makers patch it. Invest your time into adding sanity checks on the server. You should check out @5uphiâs video about it, it was a really big help for me and it educated me about some false positives, like exploiters being able to give players negative amounts of currency through a trading remote.
Most exploiters have no idea what theyâre doing, usually trying random stuff from the internet or spam a remote.
Every single banned exploiter is more enjoyable experience for your players so itâs always worth implementing a client-sided anticheat.
If you donât have much experience with exploits, I donât recommend you to spend a lot of time writing checks, implement some simple ones.
In general, client-sided anticheats are powerful, not only against ânew exploitersâ.
âRandom stuff from the internetâ are mostly made by experienced script makers, so it is a high chance that they are aware of the client anti exploit and delete it, and the exploiters who have no idea what they are doing are often fed with those âRandom stuff from the internetâ.
But I agree with your statement: âEvery single banned exploiter is more enjoyable experience for your players so itâs always worth implementing a client-sided anticheat.â
Yes it would, the entire point of a client-sided anti-cheat is so people canât join your game and do whatever they want
Even though exploiters can just delete your anti exploit, I still think in some way you can still hide your script, maybe like randomly change the scriptâs parent to a random descendant of StarterGui every frame? Also randomize your scriptâs name, would it work?
LocalScripts can only run in places where the client has full acess to them
Which means, the exploiter could just set the Scriptsâ parent to nil
and the script wouldnt work anymore
Randomizing the scriptâs name doesnât really do much at all, Iâd suggest parenting the script to nil at line 1 and have all anti-cheat scripts in ReplicatedFirst so they start up at runtime
Client anti-exploit faulters as it lacks the permissions that server anti exploits have (Such as Player:Kick()
). They also cannot get accurate private data that a server can access
Also, having anti exploit listening 24/7 can cause the client to lose frames, and use client resources.
(Not to mention the exploiter can use clever methods to steal client script code and reverse engineer it into an anti anti exploit)
Clients can still be kicked the problem is that kick can be bypassed so thatâs why you do while true do end to crash the client instead
The problem is that while true do end can be bypassed so thatâs why you write a custom crash function.
game:GetService("ScriptContext"):SetTimeout(0.5)
â Bypasses while crashes