Be honest, you atleast have met someone that… lets say floated in the air for no reason? This is called Tabbing. Tabbing is when your roblox is not on Full Screen and you hold the white bar at the top (Only on web version. I hope my best that roblox will patch this soon.)
But anyways… I made a system THAT blocks this. This was very simple to make.
Here is a example of this.
Be honest… pretty annoying huh?
That’s why i made this system! I hope that game developers will use this. The config is very easy too. So it shouldnt be really a issue. Please let me guys know if you find any bugs or bypasses to this!
Yes, By the way you shouldn’t tab in roblox games. Because games like The Strongest Battlegrounds, Slap Battles, etc. Take it very seriously and you can get banned in these games.
I’m not necessarily worried about getting banned, I don’t play Slap Battles much and Tencell already got all my money. Anyways, if the game is still running in the background, what’s the point? It’s like Inspect Element. Nothing changes.
Good idea, very poor execution.
First off, this system can create a ton of false positives for laggy players, which might take longer than 4 seconds for them to stabilize their connection and for the LocalScript to send a message to the server. Trying to prevent this with :GetNetworkPing() will only cause more vulnerabilities as people can use certain programs to modify their ping, which effectively makes your system useless.
Second, what’s stopping an exploiter from running this event constantly in the background while still being able to tab out? Your system doesn’t solve the problem, unfortunately.
uhhh… it doesn’t. the velocity is still there but u just freeze. So yeah close but if u had like 0, 100000, 0 velocity and you tab you wouldn’t get rid of it
for poor connection, theres a “settings tab” where you can disable for poor internet players. + Why should exploiters tab if they already have exploits bro what
Just a simple example on how vulnerable your system is.
Creating a system like this is completely useless and will do nothing but worsen the problem for low-end devices. Instead of creating a system like this, you can create a bug report or message the bug-reports team about this issue. Or at the very least, you can create a server-script that detects if the player is in the air, or is standing still without any movement.
Any proof to back up that claim? Have you tested every single low-end device in the industry, or have you ever done game development at all?
Packets can sometimes create issues when being received (i.e: streaming in complex and big models), causing a huge lag spike which may last more than 4 seconds.
FPS doesn’t matter here, what matters is responsiveness with the packets being sent and recieved.
i don’t understand what you’re trying to explain. i added a feature if u have high ping then it ignores you. and when you get some “FPS lags” you get high ping. and if u tab its still normal ping you had eariler
Im trying to explain that even with the ignoring high ping, this system is flawed. Someone can use an external tool to increase their ping over to the limit that the system ignores them, and they can tab out in peace. Easily bypassed. But at the same time, if you don’t include that high ping ignoring system, many false positives will appear from laggy players with high ping.
It’s not reliable, easily bypassable even without exploits, and just plain pointless as there are far better options out there.