I see, but hey, the asset ID collection was automated by my bot and it collected them from their init (initialization) scripts,
but it didn’t validate them at all, so sorry about that.
It still doesn’t matter if they 404 at all, because if one GUI uses that asset ID then
t will get detected anyway, as for the duplicate, you can freely remove it.
It’s impossible to patch it, quite literally. There are thousands of ways to check if PreloadAsync was hooked or tampered with, the most popular one is just error checking with different arguments, and I’m sure it will be tough to account for every single possible argument, considering it’s a vararg too.
So, if they “patch” it, I will find a thousand more ways to detect it.
Once again I see you in my threads talking about my script being “bypassable”.
Your, and @Zulauf75333’s “genius” idea literally won’t work if you just use a whitelist of GUIs instead of a blacklist, which any competent scripter should be able to do
Even then, randomizing your GUI’s name won’t help you aganist PreloadAsync technique, but once again, you skipped over the entirety of my code and decided to nitpick my snippet.
Please read what I said to IBuildFunGames for a lot more detailed response.
Renaming your GUIs is a temporary fix that won’t help if any person with basic scripting abilities will look through your exploit’s code (“init script”).
PreloadAsync doesn’t actually give you the guis in the CoreGui (The actual instance), the reason this works is that some exploits, like dex, use images/Icons from the marketplace or smth like that, so they get an impossible asset ID, you get the idea, so renaming with PreloadAsync wouldn’t work iirc.
I can’t keep arguing with a person who cannot read what I have previously already said, thrice.
It’s a temporary fix, which can be patched in seconds by any person, and I’m 100% sure the exploit developers won’t even do because of how lazy and incompetent they are.