It’s a built-in for roblox, that has no bypass yet.
I personally don’t think you should kick them. Setting the network ownership of their character to the server is both funnier and guarantees that any false positives are completely harmless.
LoL Yeah, this is totally customizable
Fixed a death bug, that would cause the player to be kicked.
Really neat! Never knew that roblox had its own function to check a players ping, learned something new lol.
Agreed, this is no module I plan on working on.
It was just a concept.
That might be an issue. I’ve commonly had my ping over 200ms in a 15-player server, and I don’t have relatively bad internet.
Though, this is a good anti-cheat system. I might use it in the future if I find players abusing it.
according to google sources over 140 MS is considered laggy.
You could also just remove it?
Not in Roblox.
Yeah, but then it might trigger accidentally. I’m not really sure how to solve it, but you can simulate it with IncomingReplicationLag in studio settings to try and find a fix.
Just up it to 400 MS or 500 MS.
Try doing task.wait(Player:GetNetworkPing())
so that it will automatically adjust.
Always be recording the player’s ping, get the mean of the last X amount of ping ms’s, if the current ping differs by too much (aka: a spike) set ownership of the character to the server until the ping stabilizes.
Unstable Network / Ping Spikes seem to also trigger this
why not teleport the player character to the old position other than kicking the player? so
Player:Kick('Tab-Glitching')
would be
HumanoidRootPart.Position = OldPosition
HumanoidRootPart.Velocity = Vector3.zero -- idk about this one
whatdya think?
This is not an anti-tp anticheat. How would you even define the old position? Before they glitched? That would just be doing what the exploit is supposed to do; to stall their fall.
If you want the anticheat to be less intrusive in other ways then just reset the player instead of kicking them
I think this should work better (I know that this is a release, just sharing my method)
local players = game:GetService("Players")
local localplayer = players.LocalPlayer
function checkTick(last: number): number
return tick() - last
end
while task.wait() do
local new = tick()
task.wait(1)
local calculated = checkTick(new)
if calculated >= 1.5 then
localplayer["Kick\000" .. tostring(tick())](localplayer, "You have been kicked for tab glitching.")
end
end
Wouldn’t this be better?
-- Force the character to fall by using roblox network owner physics
if HumanoidRootPart:GetNetworkOwner() ~= nil then
HumanoidRootPart:SetNetworkOwner(nil)
task.wait(5)
HumanoidRootPart:SetNetworkOwner(Player)
end
Trying to implement a completely foolproof method to try & put an end to tab glitching through Modules/Scripts is flat out impossible, there are so many variables to consider when accounting for a player’s ping, and blatantly considering a certain circumstance “tab glitching” isn’t a good practice.
Just submit a bug report, they could easily add a bandaid fix to this by detecting if the player is holding right click on the topbar’s window for prolonged periods of time.
so if i have bad internet i can glitch all I want?
amazing!
also the main thing the freeze glitch is used for is noclip which this doesnt detect for