-- Set this as a LocalScript in the player's backpack/startergui
local logService = Game:GetService('LogService');
local exploitChecks = 10;
for i = 1, exploitChecks do
wait(5);
local logHistory = logService:GetLogHistory();
for _, history in next, logHistory do
local out_message = history.message;
if string.match(string.lower(out_message), 'stigma') then
Game:GetService('Players').LocalPlayer:Kick()
break;
end;
end;
end;
From what I’ve seen, stigma usually prints something like “StigmaV2 loaded” when it starts up, so using this script should kick anyone who starts up the exploit.
I personally wanted to check 10 times every 5 seconds, I don’t know what everyone else wants to do. It shouldn’t be too hard to modify to what you want to do.
But, you can do a lot of damage in 50 seconds.
-- Set this as a LocalScript in the player's backpack/startergui
local logService = Game:GetService('LogService');
local lastIndex = 1;
while wait(5) do
local logHistory = logService:GetLogHistory();
for i = lastIndex, #logHistory do
local out_message = logHistory[i].message;
if string.match(string.lower(out_message), 'stigma') then
Game:GetService('Players').LocalPlayer:Kick()
break;
end;
end;
lastIndex = #logHistory;
end;
I improved it a little bit. 5 second seemed like a bit of a long time, and the script response was unsatisfactory in my opinion.
[code]-- Set this as a LocalScript in the player’s backpack/startergui
local logService = Game:GetService(‘LogService’);
local lastIndex = 1;
while wait(0.1) do
local logHistory = logService:GetLogHistory();
for i = lastIndex, #logHistory do
local out_message = logHistory[i].message
if string.match(string.lower(out_message), 'stigma') then
Game:GetService('Players').LocalPlayer:Kick()
repeat getOut=true until user_is_not_ugly
end
end
lastIndex = #logHistory
Stigma, is basicly a lua table, were you insert what LocalScript you want (note to big scripts crash your client) but other than that, it’s local scripts you can use to do most things in a game
You can even load other models that is free in any game.
And you can steal the source of any game, using print.
No, LogService::GetLogHistory (on the client) return the output of all of the prints, warnings, errors, etc that scripts produce. It doesn’t return the player’s chat logs.
And if you use “Kick()” in a local script it will only remove their character, use :Kick() from a regular script to disconnect them, use a RemoteEvent to do the kicking part since you have to use a Local Script to get the LogHistory
No, LogService::GetLogHistory (on the client) return the output of all of the prints, warnings, errors, etc that scripts produce. It doesn’t return the player’s chat logs.[/quote]
Ah alright, and is there a way to record chat history? Could be done with regular scripting but not sure if there’s a preset way
No, LogService::GetLogHistory (on the client) return the output of all of the prints, warnings, errors, etc that scripts produce. It doesn’t return the player’s chat logs.[/quote]
Ah alright, and is there a way to record chat history? Could be done with regular scripting but not sure if there’s a preset way[/quote]
No, I don’t think so.
It kicked my player when I tried it. I made sure if fully worked before I posted my code here.
But it’s ran as soon as they enter the game, I don’t think an automated memory scan would have enough time to catch the string to change it.
Anyone who’s smart enough to do that is obviously not using Stigma as their exploit of choice.[/quote]
Because this is in a localscript, and it is a string, it can be edited by the memory as the script being client-sided, taking in edits, unlike if somehow this were to work server-sided. Even though the script is ran as the game loads, it can still be modified. It works the same way if you were to change your in-game name using CE, and only you can see that change, while others can’t.