I can use hookfunction on your FireServer like this
local old
old=hookfunction(Instance.new("RemoteEvent").FireServer,newcclosure(function(...)
local args={...}
if typeof(args[1])=="Instance" and args[1]:IsA("RemoteEvent") and args[1].Name=="AntiTamperRemote" then
return coroutine.yield()
end
return old(...)
end))
Like I said I know it can be bypassed, also the infinite yield thing was wrong ( I canât explain further) but itâs mainly just ment to catch errors in the console and I think I gave it some basic anti-hooks for walkspeed I forgot but ÂŻ_(ă)_/ÂŻ if you wanna bypass it you can itâs not hard itâs just ment for people who are trying to learn Iâm obviously not gonna put any valuable detections in it although I might make something with some good detections soon
Poop resource, yet another pointless client sided anti cheat that will get bypassed in 2 seconds and become useless, yeah sure it makes it harder to exploit but once the protection is penetrated then it doesnât makes it any harder does it?, And it is also open source meaning exploiters can look at how it works!
âOh no an user criticized my resource, we shouldnât allow people who have different perspectives to comment!â
I am aware you stated that it can be bypassed, but what is the point of this anti cheat if you already told us it can be bypassed.
A client anti cheat is only usefull when itâs constantly patched and up to date, but this anti cheat is not usefull because you are posting the source code for it for exploiters to also see, and just bypass it again even if you commit to updating it.
Step 1. Make a entirely client-sided game (if you make multiplayer, why donât you secure the server instead?)
Step 2. Make sure there is 1 game loop and all important logic is ran in that loop. (This so in-case they disable the update loop, it will disable all other loop functions from being ran, thus messing up the game)
Step 3. Squeeze in your anti-cheat in that loop, maybe hide a few booby traps in other parts of your game. Have certain events not trigger for a cheated player?
Step 4. If it gets bypassed, you can always patch it in the next update and make it bit more difficult so they have to update their code again.
Anyway, stop relying on client-sided anticheat or atleast donât put your anticheat on 1 single LocalScript that can be easily be deleted, hooked or whatever. If you want do somewhat secure client-side only game, make your game run off a single script that loads bunch of modules, and booby trap your game that a normal player wouldnât be able to trigger, but an clueless exploiter will.
Also, do NOT kick the client aswell, just secretly do nothing but slowly trigger functions that will mess up the exploiters game and have them figure out whatâs causing it.
your methods are not valuable, everyone already told you 30 million bypasses on this thread, people please stop with the client sided anti cheats, they dont do anything unless your game is paid, thank you very much!
Theyâd have to know how to make an executor and then how to get a separate lua state because itâd be under an actor and then figure out how to getnilinstances I think itâd be alot of effort