Anti-Exploit Framework | UnknownParabellum

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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(post marked for deletion for privacy reasons)

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Can you paste the module? I can’t download.

When it was only one modulescript then he would paste the text.

Stress tested it quite extensively and didn’t get any false flags. Would need to be tailored specifically to meet the needs of your game, but that’s to be expected. This is solid.

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Bug Fix | 05/28/2021

Changes:

  • Various Bug Fixes
    • Problem where CanCollide was automatically set to false for the HumanoidRootPart which broke many of the checks
    • Added exception for seat parts. It will not flag you if you are sitting on a seat.
    • Other minor changes
  • Many people were confused when you needed to add a script for the module to work so the script is placed in automatically.

Lemme know if anything breaks or anything doesn’t work as intended!

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Hey,

please insert Anti-HopperBin (BTools).

Thank you.

hopperbins(Btools) is only work on client-side

No. Notepad converts all the data in the rbxm to text data, so indents and that stuff in Roblox might be different characters, therefore differently interpreted by notepad

This anti exploit has notable issues. First off, the performance issues. This anti exploit poorly performs in certain situations when it shouldn’t. I compared this to mine and here were the results from the micro profiler:

Anti exploit framework:

image

BoboFighter:

image

Note that I’m not using script performance bar as it isn’t accurate. The results shown are very consistent and this is a 1 player test only. For 4 players, the results get more noticeable.

Besides the performance issue, your anti exploit isn’t reliable as well. In your PlayerClass module, the way you check if the server has teleported the player isn’t reliable.

Consider the case where the player was teleported by a server very high up (this happens in games) and the player took longer than 3 seconds to go back to the ground. Upon being falling back down, the player would be falsely detected by your anti exploit. Instead, you should only set self.CanUpdate to true when the player has successfully fallen back to the ground.

image


Beside these, your anti exploit also detects game / group owners of the game, which is not good. Instead you should have a option to toggle that. Based on what I’ve seen, the anti exploit also doesn’t have a way to black list certain people from being detected (for e.g those that are admins).

Lastly, the checks aren’t very reliable. The anit exploit halfway spams the console with errors and usually just false flags me.

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Well, Thanks for letting me know.
I made this nearly a year ago as a side-project but here I am still working on it.


Good call

Could you explain why it is unreliable or provide a better method. From my testing, it works good enough.

Not really a big problem but good idea nonetheless
From the start I expected users to add it themselves but I suppose it’s time to add that as well.

It would be useful if you could tell me in which situations does it perform unreliably, which checks are the most problematic and post the errors. (It’s hard to know what I should focus on and what is really broken if you just say everything is broken with no more explanation)

The last time I tested it seemed to work fine in normal situations.


If you are going to denounce my module and promote yours, I’d appreciate it if you’d focus more on telling me why it is bad rather than telling me its bad.

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I am asking about why the server teleport check is unreliable. It has worked well in the situations that I tested it in.

I’ll let you know that I do appreciate the feedback though. If you are right then this module is due for a major overhaul and my sight is set on fixing the things mentioned.

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I am asking about why the server teleport check is unreliable. It has worked well in the situations that I tested it in.

I’ve explained this 2 times at this point. The reason that teleport check is unreliable because you rely on a certain amount of time to consider the player is on the ground, but that won’t necessarily be the case. It can be very well that the player was teleported very high enough and wouldn’t fall back to the ground in under 3 seconds.

See image below, I got detected after not falling back to the ground in under 3 seconds because the server teleported me too high:

Instead, use ray casting to determine if the player is on the ground or not rather then unreliably relying on a constant amount of time which isn’t even guaranteed to yield for that time.

Other than that, the anti exploit it self isn’t very much reliable and I wouldn’t consider it because it fails to handle edge cases that a developer will be concerned with, like the one shown above. Edge cases like will accumulate for other checks as well. Note that this will be my last reply.