My game is getting crashed for exploiters, using exact script:
for i = 1, tries do
game.RobloxReplicatedStorage.SetPlayerBlockList:FireServer(maintable)
end
This is proven to working, and a part of script that seems important because I don’t know does it violates ToS if I post full script. SetPlayerBlockList is a remote of roblox script that we can’t access in studio but at exploits. Does anyone aware of this?
This is a topic of contention. Honestly, there’s not a whole lot you can do except listen for when that script is called and ban those who are firing that request to the server. Not the best solution, but it’s probably the most you can do right now. If you do a quick search on the forums for DDoS, you’ll realize that this has been a consistent ongoing issue with Roblox. Currently, there’s no way that players can mitigate certain DDoS attacks against their servers. It’s a pretty difficult topic to address.
Honestly, this does drive home a point of contention for me (exploiters being able to access what developers can’t) but I do have a solution (that may not even be possible)
So, you’d need a lag detector script (this is the might be impossible part), and when severe lag is detected (by the DDoS attack), use DataStoreService to assign each player a value dictating how many servers they were in that lagged severely.
If their value hits a certain number (let’s say 10), they’ve been in 10 servers that lagged so hard the detector triggered. With this, you can use a ban system to ban them.
This will be a BAD idea for really physics-heavy games (like car crash games). Again, I’m not even sure if a lag detector is possible.