Client anti cheats make exploiting harder but if the exploiter knows what he is doing then the anti cheat will get bypassed because the anti cheat is running on their machine which means that they have full control of it
I am pretty sure that it’s supposed to be a placeholder of what the handshake/heartbeat should look like. If this is the case @RIP_Bombs, please add a warning about it.
would it not be better to increase the delay on the loop as your invoking the client so many times that it could cause performance issues?
Pretty good idea but
Doesn’t look very safety when you fetch code from github and directly run it on server
101 on how to mass backdoor games
If you were to implement this into a game you would, I assume just put your own githubusercontent code instead of that link or just loadstring the code as normal
This is unnecessarily convoluted; fetching code from GitHub is the worst offender of them all; no sane developer would do it. Even if they override the link to their own, it is still an external dependency, which could’ve been perfectly implemented as another function call or a ModuleScript.
ideas similar to this has been tried many times its nothing new also there’s nothing stopping exploiter running scripts or decompiling entire game and on top of all of that exploiting community is dead there’s just 0 reason to use client anti-cheats when you can just do server checks
(just pointing out that client anticheats are usually waste of time)
You literally wrote KB in russian ,womp womp womp for you
If the exploiter disables the script on their client it won’t replicate on the server therefore the server will have no idea whether the script still exists or not