Anti-Exploit Framework | UnknownParabellum

You obviously don’t need to copy-paste the same thing 3 times, clearly, the increasing number of identical explanations isn’t going to help.

However, clarifying that that explanation was for the teleport check was useful. The problem is that doesn’t explain why the teleport check itself is unreliable (this is more a problem with the fly check) which is why I asked for clarification.

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We actually used this module in our game - the only problem is that it falsely flags laggy players. Our game is a combat game, and we made the module kill all players who get more than 5 flags. Lots of laggy players reported to us that they were getting killed for no reason. Apart from that, this module is good.

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I used this for my combat game too, I made it so that it doesn’t execute the punish function if it’s the first flag the player gets, I also reset all flags every 90s. Try to see if this helps.

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this framework works so well! it’s really useful for multiplayer prototypes and actual games

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Hello! I’ve tried your module and it’s great!
But, there is a big bug tough. When you ShiftLock it will say you’re rotate cheating. Please fix this bug, Thank You!

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Looking forward to using! It looks good gave the whole article a read.

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I know you made this a long while ago, but imo it’ still looks great, thanks a lot, yeah? Especially for making it open source. I do agree with @elite_hunter11 here:

“There is a big bug though. when you ShiftLock it will say you’re rotate cheating.”

I hope this gets fixed. What @Suncurve said about laggy players getting false flagged is too, a major concern there. Hope both get eventually dealt with. But outside that, I’ll definitely run it by my buds for us to consider using this. Thanks a ton again!

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I’ve come across that the fly detection breaks when you climb up tall ladders for longer than how ever many seconds you decide they can’t be in the air for

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Hey there! Tried out the anti-exploit but it doesn’t work… I put it into server script service.

I think it’s because you turned off CanCollide, and the anti exploit probably checks if the part’s CanCollide is off then it doesn’t kick the player

Wdym? Try to explain more in a smoother way because I don’t really get wym.

You turned the part’s CanCollide property off, which allows you to walk right through it. The anti-exploit probably checks if the part’s CanCollide property was turned off through Studio or by the game’s owner/creator, and if so, then it doesn’t kick the player, but if it’s a random player that walks through it and if they turned it off themselves using an exploit then they get kicked.

Ohhhh, that makes more sense! I’ll try that out.

Hey, I’m going to use this for my game.
It’s been a year since there have been any comments so I’d like to know if there are any bugs with it (deprecated methods used, goofy Roblox BS messing stuff up, etc.)
Does it still work?

Edit: I’ve done some testing and I think it still works, but I want a second opinion just in case I’m not being thorough

Code Refactoring | 06/24/2024

Changes:

  • Complete refactoring of the code for better clarity, and organization
  • Added Github Repo

Please let me know if anything is unusual and I’ll try to reply ASAP. Thanks!