I wanna create an anticheat but

I wanna an anticheat that detects when the transparency of a part is changed (and other things), the problem is that i change the transparency of the parts in the client (that’s the game) and i dont know how to detect that change in the server. i don’t wanna use a local script since i don’t trust the client. so what can i do? any idea? thank you guys

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Since client changes are not replicated to the server (at least in this scenario; some exceptions apply such as Network Ownership), you’re going to need to use a Local Script to detect any changes. Additionally, this is not completely secure since exploiters can manipulate Local Scripts and modify/disable them. If your game involves certain elements that must be concealed from the player, send objects through Remote Events to ensure they can’t see anything they aren’t supposed to.

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There’s no way to detect client-side part transparency updates without a local script. All local scripts will eventually be bypassed by cheats.

I believe your goal is to detect x-ray and wallhacks, which is likely going to be ineffective. I don’t recommend doing a localscript anti-cheat for it for the reasons above. Your best bet is what @wwwaylon09_backup suggested, which is to not reveal the map parts to the client until it’s time with :FireClient(), once your map data gets to the client, assume the player knows the entire map top to bottom.

If you’re not doing x-ray/wallhacks, or you want to minimize the damage caused from cheats, you should implement either server-side cheat detection, or have a social system (such as a votekick) so that your playerbase can handle cheaters for themselves. There is a reason why top games (even AAA) still suffer from cheaters, building good anti cheats is very difficult.

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thank you :slightly_smiling_face:also thanks to @wwwaylon09_backup

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