Anti dex, Core Gui?

Alrighty, I’ll try to find a way. Thanks.

I don’t suggest using this, it will kick controller/mobile players, besides, it’s poorly made and inefficient (using wait at the top to prevent kicking is disgusting too).

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How do you suggest I do it, any tips?

Unfortunately, I knew two methods, but they’re hacky and shouldn’t be used in-games because it can throw false positives.

What you can do is read Dex’s code and try to find a flaw there.

Can you tell me the methods or the scripts?

It isn’t rare that people use it; in fact, they’re used more commonly than Dex. RSV2 and Hydroxide are pretty common remote spies because they both automatically generate scripts based on the arguments the remote is fired in.

The best way to check if Dex is attached is to look for spikes in memory. Because of methods like Synapse’s protect_gui(), it is impossible to detect it just from checking if it was added to CoreGui.

Here are the functions you can use to detect spikes in memory: Stats | Documentation - Roblox Creator Hub, Stats | Documentation - Roblox Creator Hub

Alternatively, you can check if the delta time between a frame is longer than usual. This way, you can detect the lag spikes that usually occur when executing Dex.

Keep in mind that all of these checks can easily be bypassed. Additionally, they aren’t very reliable, so you should never take action on exploiters based on the results from these methods. Instead, I would consider “flagging” them, so if they also happen to be an obvious alt or fire a remote with the incorrect arguments, then you can be sure that they are exploiting.

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So I would use: game:GetService(“stats”)

game.GetTotalMemeoryUsageMB < 400 then
LocalPlayer:Kick(“Exploiting Conserns”)

Additionally, they aren’t very reliable, so you should never take action on exploiters based on the results from these methods. Instead, I would consider “flagging” them, so if they also happen to be an obvious alt or fire a remote with the incorrect arguments, then you can be sure that they are exploiting.

firstly, don’t kick them based on that

and no, you can’t just check it once. you have to do it in a loop and see if it spikes in a short period of time

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local stats = game:GetService('Stats')
local runService = game:GetService('RunService')

runService.Stepped:Connect(function(_time, deltaTime)
   if stats:GetTotalMemoryUsageMb() > 400 then
      -- do stuff
   end
end)

You mean like this?

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Where would I put this? Starter Character, player, gui?

Anywhere a local script can run but i’d say somewhere like ReplicatedFirst or StarterGui. You could use this with @AverageLua’s script. But beware as there isn’t a 100% efficient way to detect exploits so there may be some false positives.

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No, you cant. End of story.

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Yes you can, just because you can’t doesn’t mean others can’t. If you don’t know how then don’t comment saying it’s impossible.

Dont implement band aid fixes. I am very aware of there are methods to detect DEX, however the majority of them rely on correlational data, not causational data. Exploiters can also just write code to delete the check since this is client-side validation, which is a big no-no when it comes to anti-exploits.

There are many reasons why your memory would spike on Roblox, Roblox’s CoreScripts themselves have memory issues, meaning eventually users will get flagged even if they’re not using it.

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Yes No anti-cheat is perfect, but because doesn’t allow use to use core GUI we have to get creative.

creative fixes that ruin experience for users who have nothing to do with the exploiters is an awful idea

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How would it ruin users experience unless they are exploiting…?

client memory can drastically change at any moment? sometimes I go afk and come back and my memory in a game has substantially increased from something like 500mb to 1gb

This is true, but its the only option I have. My anti-cheat insta bans people so I made this one to only kick for the memory. They can rejoin with no issues, and if people do get unbanned I have anticheat logs and they can appeal in our discord server, or PM a staff member.

1] depending on several settings your memory usage can be much higher than someones elses.
2] this is super easy to bypass. someone using something like synapse could easy bypass this in 3 lines…

and if its this easy to bypass, and even causes issues for players not even exploiting, then i can’t see at all why you would want to implement this.

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