A way to fix speedhacking

Credit to Notunknown99

plr=game.Players.LocalPlayer
mouse=plr:GetMouse()
local speed=Instance.new("IntValue",mouse)
speed.Value=[[desired walkspeed]]
speed.Changed:connect(function() speed.Value=plr.Character.Humanoid.WalkSpeed end)
plr.Character.Humanoid.Changed:connect(function() plr.Character.Humanoid.WalkSpeed=speed.Value end)

Then if they change their WalkSpeed then they’ll go back to the right speed.

Problem is, speedhackers don’t change their walkspeed.

They change their FPS.

Use this method:

workspace:GetRealPhysicsFPS() > 70 – if it’s more than 70, they’re obviously speedhacking, so kick them.

Oh, I didn’t know that. Thanks!

I’m not sure if I understand which kind of speedhacking we’re talking of here:
I don’t think detecting FPS changes would help fix cheatengine’s speedhack at all. The speedhack is speeding up the window’s time routines and is actually lowering the FPS not speeding it up. People are using cheatengine’s speedhack to lag the server.

My regular FPS:

External Media

FPS when using the speed 40:

External Media

If the speed is above 1 the FPS drops, not increases.

Then there is also another method(doesn’t affect your FPS) that you can use, it scans the bytes 8C 00 00 80 41 and you just edit the 80 & 41 bytes to change your walkspeed so your walkspeed patching will work. I’m just not sure about the FPS part you included. What exploit is being used to increase the FPS above 70? FPS throttling?

Ah, I thought the speedhacks increased the FPS. I remember having to implement something like that once because people were changing their FPS via studio settings.

currently there are multiple ways of speed hacking, the most popular being modifying the client FPS. You can prevent that by adding a getrealphysicsfps check like finite said. I made a thing for it here: http://www.roblox.com/Anti-Speed-Exploit-item?id=147273008