Anti-Exploit Framework | UnknownParabellum

Thanks for notifying me of this! I’ll get that fixed right away.

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Fixing the anti-no-clip bug is tough. My thoughts on how to fix it are to track the intersecting part for a few milliseconds, to see if it’s position changes and then not flagging the player if it isn’t static. The problem with that solution is that exploiters will be able to go through any moving part. I’ll do a bit more testing.

For the second problem feel free to DM me how to repro that problem.

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Is it only me that this doesn’t work with the seat and the local script thing like group rank door part?

If you have some kind of group-locked door that opens only on the client, then the anti-exploit system will think that the player just no-clipped through it, since on the server-side the door is closed. You should make the rank verification in the server and also handling the door opening/closing in the server. That should fix it.

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Images would only be on their client, not allowing any other Players to see across the server. If this is being bypassed it’s most likely a back door in your game

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Minor Update | 02/21/2021

Changes:

  • Improved code: most code has been rewritten to work better and to be more organized. Most notably I added an extra Utils module that gives access to many useful open-source utility scripts.

  • Re-organized: The modules have been reorganized. I’ve moved all exploit checks under its own module (the way you edit them should be pretty straightforward) for easy access to each check.


If you have any questions feel free to reply to this post and ask away.

If you find any bugs or problems then please DM me and then I can try and solve the issue.

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Are there settings I can edit for the anti exploit? I can’t seem to find where they are.

This is a great model! Only problem I have is which you probably cant fix and understand already is that free model antiexploits are very difficult due to the code being open sourced. This way exploiters can make stuff for the specific antiexploit. Still a great model and it works perfectly, but Ima stick to my custom one written by a contractor.

Fortunately if you keep it on the server the exploiter likely won’t know what anti exploit your really using and there isn’t exactly any clear way to bypass this one because it is 100% on the server.

Feel free to use the one you paid for but this resource is always available if you need it. :slight_smile:

Alright, thanks! :slightly_smiling_face:

Hey. I am a noob when it comes to exploiting so excuse me if this is stupid, but what prevents an exploiter from just removing this script and continuing their havoc? Thanks. Also, about the height stuff and respawning if they are above a certain distance from the ground, what if your map has different levels that have different heights? Should I just make the script “less sensitive”/increase the height were it affects?

Lastly, if I would do that, would it still prevent flying?

Thanks dude, I appreciate it alot if you would answer. Thanks @UnknownParabellum !

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Just to clear up a bit of confusion here, I see a lot of comments saying it isn’t working when you put the script in, and most of them @UnknownParabellum has not been able to respond. This is a module and you code it to work on its own. There are different functions and properties, and you must use them. It does not work on its own.

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Hey dude, I’m happy you’re interested in how it works.

  1. Exploiters can’t just delete this script because you keep it in the server-side and you run it on a server script

  2. By default it should check if the player is standing on any land and if he isn’t standing on any land then it starts a timer and when the timer ends they are respawned. The timer is only stopped is the player goes back on land.
    You can change how long the timer is to account for how long a player might take to fall to the ground
    You should be able to change it in the Fly check module or something with a similar name

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That is partially right.
I do encourage you to add your own checks and adjust it to fit your own game.
But this module does have a few build-in checks that should be working however you still need to add in a script to actually activate the module.

If they don’t then please DM me and I’ll try and get it fixed.

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No I was talking about that I’m pretty sure that they need to call the check functions. Simply putting the module in your game won’t turn on the anti-cheat. Like the :Start() function, I don’t believe it is called on its own.

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Thanks for your answer bro!

This cleared up a lot of my confusion! So it checks if the player is standing on something, and since instances «spawned» on the client don’t replicate the server will register this as the player is flying/floating in the air. But if a play is walking on stairs etc (that are on server side) it will not register that as flying. Have I understood this correctly? Thanks!

And also, if I read correctly, it isn’t very data instensive? For like, say, 13 players it would work ok?

Thanks!

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Yup.
Should be pretty inexpensive. First, it fires a short ray downwards, which should be cheap, and then afterwards if the ray doesn’t hit anything it uses region3 to look for nearby parts and terrain.

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Hey, I’m interested in using this but had a question. My game has client sided kill effects that use body movers, will this still flag those dead players?

Edit: It respawns players during kill effects so I suppose I can’t use this unless there is a way to disable checks for dead players

Use an if statement too see if the player is dead

@Oficcer_F is right you have to code it in yourself which should be relatively straightforward to do.

The easiest way is probably to just go into the player class module and to add an exception in the update function.

Here:
image

Also, consider switching the kill effect to being server-side, it might be better depending on how you’ve coded it.

Or swapping the player out with a dummy and performing the effect on the dummy instead of the player.

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