If you have a simulator, or a “click to get money” type of game that relies on clicking to progres would benefit from an anti-autoclicker.
Or you can just use debounce for your tools or etc?
pretty easy to bypass. Most AutoClickers have this feature. You can just set a random interval.
EDIT: I actually tested it with my autoclicker, and no detection whatsoever.
With your random interval one?
Well considering that I’m from the Minecraft community around 1.7.x and 1.8.x. Some, manufacturers actually have double clicking built into the mouse without software. With drag clicking also becoming a more known thing this has the potential to false ban players. Who have no knowledge that you have this in any type of game…
You could make use of remote events to process mouse click events, and with the possible use cases of this module, you’d need processing of mouse click (or some equivalent) on the server regardless. Would have to account for ping of course, but the one ping module does that incredibly well from my experience with it. Therefore you couldn’t just “delete the script”, being on the server.
Yeah, and people can just get a random interval autoclicker.
Ah, well this doesn’t work in all scenarios. But it does a good job when people don’t exploit and don’t use random interval clickers.
It could be fixed to not work with exploiters using regular interval clickers if it was just handled server-side as mentioned above, which there’s really no reason not to do since the server would have to handle the relevant mouse input or equivalent (or else the game would be super-exploitable):
Why would you want this? You want people to stay in your game as long as possible. This would make players not want to grind your game too.
Ask that to the 63 people that clicked it
people have macros that can record their gameplay and replay the inputs, and they can just rejoin and rerun it even if you have a sophisticated localscript to detect that sort of thing. My suggestion would be either to make grinding something that requires your attention (you can’t do it with your eyes closed), or set a stat named AFK to true every time some stat named “secondsplaying” hits 1200 (20 min). Only reverse it once they solve some sort of easy captcha. That way they can’t just dodge it by rejoining.
also, the best way to stop auto-clicking is probably just to detect if their mouse has been in the same place for a while and they’ve made a certain number of clicks with it in that position.
this isn’t a bad script at all. I had something similar myself but people just used macros instead lol
That is wrong. It’s a local script, i.e. client side. You can delete the script easily.
Actually that is an awesome idea. I think the not moving mouse and the way I have it combined would improve it greatly
I added this as a setting, the model has been updated.
Since over 95% of people who use auto clickers don’t exploit, this would be very useful indeed.
This would especially be useful for clicking games where you need to buy an auto-click gamepass. This would stop the majority of people from bypassing the gamepass.
AntiAutoclick v.3.0.0
Changes (breaking)
- AntiAutoclick “properties” are no longer direct members of the AntiAutoclick table. They have been moved to a private constant table.
Changes (non-breaking)
-
Major documentation overhaul.
-
Removed warnings for calling a function twice in a row.
Bug Fixes
-
Fixed the flag count not showing up in warnings.
-
Fixed not printing “passed checks” the first time if the player wasn’t flagged.
To set this up I am supposed to create a LocalScript inside of StarterPlayerScripts and then parent the AntiAutoClick Module to the LocalScript that is:
local AntiAutoclick = require(script.AntiAutoclick)
AntiAutoclick.DetectedAutoclicking:Connect(function()
end)
AntiAutoclick:Start()
? If that is correct then it doesn’t seem to be working unless it’s not supposed to kick me
It doesn’t kick people, it just detects. If you wanted to kick someone when it detected autoclicking, you just have to use a remote event and fire to the server to let the server know. Then the server can kick the player who fired the event.
This module does not do anything to people who autoclick. You have to implement your own punishment upon autoclick detection.
Example code:
-- In a local script in StarterPlayerScripts
local AntiAutoclick = require(script.AntiAutoclick)
-- You need to make this remote event and put it into
-- ReplicatedStorage. If you don't know what these are,
-- I suggest watching an AlvinBlox tutorial on them
local autoclickingRemoteEvent = game.ReplicatedStorage.Autoclicking
-- This event will fire from the "AntiAutoclick" module when
-- it detects that the player has been autoclicking
AntiAutoclick.DetectedAutoclicking:Connect(function()
-- This will tell the server we were autoclicking
autoclickingRemoteEvent:FireServer()
end)
AntiAutoclick:Start()
-- In a server script in ServerScriptService
local autoclickingRemoteEvent = game.ReplicatedStorage.Autoclicking
local KICK_MESSAGE = "You were kicked for autoclicking."
-- This event will be fired when the client uses
-- the 'autoclickingRemoteEvent:FireServer()' method
autoclickingRemoteEvent.OnServerEvent:Connect(function(autoclickingPlayer)
-- This will kick the player from the game and make the
-- 'KICK_MESSAGE' appear on their screen when they are kicked
autoclickingPlayer:Kick(KICK_MESSAGE)
end)
Oh alright. I don’t know anything about scripting so implementing my own script to make this script work how I want it to would be impossible unless I pay someone else to do it for me.