So I was trying to find an anti-teamkill thing, but everyone said that exploiters can loopkill everybody because of my gun script. How can I fix this without completely changing the script?
local debounce = false
local fireRate = 1 -- (time between each shot)
local Players = game:GetService("Players")
script.Parent.RemoteEvent.OnServerEvent:Connect(function(player, target)
if debounce == false then
local targetPlayer = Players:GetPlayerFromCharacter(target)
if targetPlayer and targetPlayer.Team == player.Team then
return
end
debounce = true
if target:FindFirstChild("Humanoid") then
target.Humanoid:TakeDamage(30)
end
task.wait(fireRate)
debounce = false
end
end)
I am new to scripting, and I really just do not want to have to completely change EVERYTHING related to the guns in the game. But I also want to make it so exploiters cannot ruin everyoneâs fun.
If your bullets are completely made in the client, you canât know in the server whether they actually shoot at someone or not. You should use a raycast or something else for the bullets in the server.
An easy example is raycasting from the gunâs position to the target position with an exclude list where both the character and the target are excluded. If the result of the raycast is not nil, it means thereâs something in the way, and it shouldnât damage them.
Itâs because of what you are passing via your remote event.
The server is trusting the client to say âHey server look, I shot this person!!!â which opens up a fundamental flaw, allowing exploiters to abuse it.
damaging anyone, ignoring team checks, distance, line of sight etc etc.
What you should do is let the client tell the server that it wants to shoot.
Then let the server validate the shoot
who this shooter is
What theyâre aiming at (Via Raycasting)
That itâs a valid target (not in the same team)
local Players = game:GetService("Players")
local debounceTable = {}
script.parent.RemoteEvent.OnServerEvent:Connect(function(player, Mousehit)
if not player.Character then return end
if debounceTable[player] then return end
debounceTable[player] = true
local origin = player.Character.Head.Position
local direction = (mouseHit.Position - origin).Unit * 100
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {player.Character}
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
local result = workspace:Raycast(origin, direction, raycastParams)
if result and result.Instance then
local hitPart = result.Instance
-- can't be bothered to type the rest out but basically you're now doing checks of the team and then apply the dmg
end
end)
the client will look smth like this:
local mouse = player:GetMouse()
RemoteEvent:FireServer(mouse.Hit)
Do I have to make a new gun system or can I just replace the existing script and add the anti-teamkill and the damage myself? Also my local script looks like this:
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
script.Parent.Activated:Connect(function()
local target = mouse.Target
if target.Parent:FindFirstChild("Humanoid") then
script.Parent.RemoteEvent:FireServer(target.Parent)
end
end)
You can pretty much replace your current server script with what Iakar gave above. You can then get the target player using Players:GetPlayerFromCharacter(hitPart.Parent) - hitPart is the part that the raycast hit. Then you can proceed as you were previously, checking the team, and then applying damage.
You might also want to check that the shooter is alive. For this, you should get the shooterâs character (player.Character in the script), check that it isnât nil, check that it has a humanoid, and check that the humanoidâs health is above 0.
Iakarâs code also included a debounceTable. This stores each playerâs debounce separately. In your original script, the debounce was global - if one player fired their gun, all other players would also be affected by debounce. Therefore, you should store debounce in a table, indexed by the player, and check if the debounce is active there. Then you can task.wait() and set debounceTable[player] = false.
You should also listen to Players.PlayerRemoving, and connect this to a function which sets debounceTable[player who disconnected] = nil. This is to avoid memory leaks, which are when memory usage increases over time because unnessecary things are still being stored (in this case, we donât need to store the debounce state of a player who is no longer in the game).
local fireRate = 1
local Players = game:GetService("Players")
local rs = game:GetService("RunService")
script.Parent.RemoteEvent.OnServerEvent:Connect(function(player, origin, direction)
local char = player.Character
if not char or not char:FindFirstChild("Head") then return end
local ray = RaycastParams.new()
ray.FilterDescendantsInstances = {char}
ray.FilterType = Enum.RaycastFilterType.Blacklist
local result = workspace:Raycast(origin, direction.Unit * 300, ray)
if not result then return end
local targetChar = result.Instance:FindFirstAncestorOfClass("Model")
local targetPlayer = Players:GetPlayerFromCharacter(targetChar)
if not targetChar or not targetChar:FindFirstChild("Humanoid") then return end
if targetPlayer and targetPlayer.Team == player.Team then return end
if tick() - (player:GetAttribute("LastShot") or 0) < fireRate then return end
player:SetAttribute("LastShot", tick())
targetChar.Humanoid:TakeDamage(30)
end)
your current script can be abused by exploiters, especially because itâs trusting the client too much. Exploiters can fire the RemoteEvent manually and fake the target parameter to damage anyone, even repeatedly (loopkill).
Secure gun script w/ accuracy tracking
local Players = game:GetService("Players")
local MAX_RANGE = 100
local FIRE_RATE = 1
local MAX_ACCURACY_SHOTS = 200 -- đ Threshold for suspicious perfect aim
local DebounceTable = {}
local PlayerStats = {}
-- Initialize stats when players join
Players.PlayerAdded:Connect(function(player)
PlayerStats[player] = {
ShotsFired = 0,
Hits = 0
}
player.AncestryChanged:Connect(function(_, parent)
if not parent then
PlayerStats[player] = nil -- cleanup
end
end)
end)
script.Parent.RemoteEvent.OnServerEvent:Connect(function(player, mouseHit)
if typeof(mouseHit) ~= "CFrame" then return end
if DebounceTable[player] then return end
local character = player.Character
if not character then return end
local head = character:FindFirstChild("Head")
if not head then return end
local origin = head.Position
local targetPosition = mouseHit.Position
local distance = (targetPosition - origin).Magnitude
if distance > MAX_RANGE then return end
local direction = (targetPosition - origin).Unit * MAX_RANGE
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = {character}
rayParams.FilterType = Enum.RaycastFilterType.Blacklist
local result = workspace:Raycast(origin, direction, rayParams)
-- Track shot
local stats = PlayerStats[player]
if stats then
stats.ShotsFired += 1
end
if result and result.Instance then
local hitModel = result.Instance:FindFirstAncestorOfClass("Model")
if hitModel then
local targetPlayer = Players:GetPlayerFromCharacter(hitModel)
if targetPlayer and targetPlayer.Team == player.Team then return end
local humanoid = hitModel:FindFirstChildWhichIsA("Humanoid")
if humanoid then
humanoid:TakeDamage(30)
if stats then
stats.Hits += 1
-- 100% accuracy suspicious?
if stats.ShotsFired >= MAX_ACCURACY_SHOTS and stats.Hits == stats.ShotsFired then
Kick(player, "[â ď¸ AIMBOT SUSPECTED] " .. player.Name .. " hit " .. stats.Hits .. " out of " .. stats.ShotsFired)
-- Optional: game:GetService("ServerScriptService").ReportModule:Report(player)
-- Optional: Flag for review, kick, notify mods, etc.
end
end
end
end
end
-- Fire rate control
DebounceTable[player] = true
task.delay(FIRE_RATE, function()
DebounceTable[player] = nil
end)
end)
Server Side Movement Anti-Cheat
local MAX_SPEED = 100 -- studs/sec
game:GetService("RunService").Heartbeat:Connect(function()
for _, player in pairs(Players:GetPlayers()) do
local char = player.Character
if char and char.PrimaryPart then
local pos = char.PrimaryPart.Position
local last = player:GetAttribute("LastPosition")
if last then
local dist = (pos - last).Magnitude
if dist > MAX_SPEED / 2 then
warn("Potential teleport detected: " .. player.Name)
-- Option: kick, log, flag
player:Kick("Possible Exploiting")
end
end
player:SetAttribute("LastPosition", pos)
end
end
end)
I really donât understand all of this, Iâm just gonna look at all of this tomorrow. Having a clear mind and doing this is a good idea. Thanks for the help.
Scripting can feel really confusing at first. Thatâs because your brain right now is still learning how to do big, complicated things.
kind of like how your arms arenât strong enough yet to lift a car.
Your brain can probably only handle 10 or maybe 15 minutes of dev time before it starts to feel tired, grumpy, or like itâs about to explode into spaghetti.
Thatâs not because youâre doing it wrong! itâs because youâre still growing, and your brain just isnât ready yet to do big-long-hour super-coder work. And guess what?
Thatâs totally normal.
When you get older; like 10, 11, 12 your brain will be way stronger. Youâll be able to sit longer, focus harder, and remember more steps. Youâll feel like a coding ninja who can zoom through bugs and build anything you want.
But for now, youâre still in starter mode. So donât try to do everything at once. Just do a little. Take breaks. Power up. Grow. Thatâs how you level up. not all in one day, but step by step.
Because every time you learn one new thing? Thatâs your brain doing push-ups. And one day soon, itâs gonna be STRONG.
When youâre ready, hereâs a super simple plan to get back into it. even just doing Step 1 or 2 is real progress:
Mini Checklist:
Delete the old gun script (clear the clutter).
Create 2 new scripts:
âgunManagerâ (handles legit shooting)
âantiExploitâ (blocks cheaters)
Copy/paste the code I gave you into each script.
Adjust your current shooting script to use the new system (you can ask if stuck).
Test your gun in-game. See if it shoots and blocks cheaters.
If anythingâs off, just reply. No stress, weâll fix it together.
What the Gun Script Does (Plain English)
Makes sure the input is valid and clean
Checks that the target is within range
Fires an invisible line (a ârayâ) from your player to the mouse target
Tracks your hits and shots to measure accuracy
If someone hits 200 shots with 100% accuracy, theyâre probably cheating, so we kick them
Think of scripting like building LEGO. just click one piece into place at a time. Progress happens when you stick with it through the confusion, even if itâs just 10â15 minutes a day.
your script favors the shooter which is good for a smooth shooter experience but comes at the risk of exploiters and bad experience to whoever gets shot
sadly, you cannot fully stop exploiters from using cheats like aimbot or see through walls from the server, but you can restrict them from doing things like that
first lets see how an exploiter would exploit your code
you are taking a target as a parameter, without any checks to check whether the target can be shot from the player position or not
exploits would simply run
while true do
for _, player in game.Players:GetPlayers() do
RemoteEvent:FireServer(player) -- if they do this player will take dmg
first if the gun has a max distance (like 100 studs or smt) then you can check the distance on the server with a little margin like 1.1~1.3x due to ping
you can also fire few multiple raycasts from the shooter to the person getting shot to make sure that the shooter cannot shot from walls
now you restricted the exploiter abit as they cannot shot players that are hiding near walls
but.. they can make a loop script that will teleport them near every player position to be able to shot
for that you will need Anti cheats, there are many topics about these i think
do server checks with a margin for ping to make sure that players arenât moving so fast or teleporting
now you have fixed most of the exploits except aimbot, and this one is tricky that even most AAA games couldnât find a fix to it
also unrelated to the topic but you are using a global debounce variable for every player it would be better to make a single debounce for every player
you should be raycasting from head (humanoid rootpart with offset actually) as since you could just clip gun inside a wall and get free kills otherwise.
I will probably add a votekick system in the game, it wonât fix the exploiter thing completely, but whenever thereâs a game, thereâs an exploiter.
Absolultely BAD IDEA. This is just going to allow your players to abuse it so that they can vote kick that one player in your server who always manages to kill everyone because he has good skills and not using any exploits. You should be fixing the root cause of the problem, which is fixing the server side of validating the playerâs kill, not using another solution that doesnât even solve the problem in the first place.
Hmm good point, Iâll still add a vote kick because thatâs still essential to any game, but maybe a 65% yes in favor of a vote kick, and Iâll try to find a way to make sure the kill actually occurred, also most big games have a vote kick, like naval warfare