Apparently exploiters can loopkill in my game. How can I fix this?

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 everyone’s fun.

1 Like

If your bullets are completely made in the client, you can’t 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 gun’s 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 there’s something in the way, and it shouldn’t damage them.

1 Like

Well I don’t actually have any bullets, it’s just doing damage if you click on a player with a 1 second debounce.

It’s because of what you are passing via your remote event.

The server is trusting the client to say “Hey server look, I shot this person!!!” which opens up a fundamental flaw, allowing exploiters to abuse it.

An exploiter can run this:

game.ReplicatedStorage.RemoteEvent:FireServer(someOtherPlayer.Character)

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

  1. who this shooter is
  2. What they’re aiming at (Via Raycasting)
  3. That it’s 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)

Hopefully this gives you a rough outline

2 Likes

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 shooter’s character (player.Character in the script), check that it isn’t nil, check that it has a humanoid, and check that the humanoid’s health is above 0.

Iakar’s code also included a debounceTable. This stores each player’s 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 don’t need to store the debounce state of a player who is no longer in the game).

Maybe..

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)

A bit overdone but ya ..

your current script can be abused by exploiters, especially because it’s 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 -- 👈 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, "[⚠️ 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)

What to do next

  1. Replace your gun script with this
  2. Test it
  3. Remember to never trust the client

All of this is so confusing… im just gonna add the debouncetable thing and take a break

Look at my updated post it took a bit to write but i gave u all u need

I really don’t understand all of this, I’m just gonna look at all of this tomorrow. Having a clear mind and doing this is a good idea. Thanks for the help.

:speech_balloon: Okay, so here’s the deal:

Scripting can feel really confusing at first. That’s because your brain right now is still learning how to do big, complicated things.

kind of like how your arms aren’t strong enough yet to lift a car. :brain::flexed_biceps::automobile:

Your brain can probably only handle 10 or maybe 15 minutes of dev time before it starts to feel tired, grumpy, or like it’s about to explode into spaghetti. :spaghetti::collision:

That’s not because you’re doing it wrong! it’s because you’re still growing, and your brain just isn’t ready yet to do big-long-hour super-coder work. And guess what?

That’s totally normal.

When you get older; like 10, 11, 12 your brain will be way stronger. You’ll be able to sit longer, focus harder, and remember more steps. You’ll feel like a coding ninja who can zoom through bugs and build anything you want. :ninja::laptop::fire:

But for now, you’re still in starter mode. So don’t try to do everything at once. Just do a little. Take breaks. Power up. Grow. That’s how you level up. not all in one day, but step by step.

Because every time you learn one new thing? That’s your brain doing push-ups. And one day soon, it’s gonna be STRONG. :flexed_biceps::brain::collision:

When you’re ready, here’s a super simple plan to get back into it. even just doing Step 1 or 2 is real progress:

:white_check_mark: Mini Checklist:

  1. Delete the old gun script (clear the clutter).

  2. Create 2 new scripts:

  • :brain: “gunManager” (handles legit shooting)

  • :shield: “antiExploit” (blocks cheaters)

  1. Copy/paste the code I gave you into each script.
  2. Adjust your current shooting script to use the new system (you can ask if stuck).
  3. Test your gun in-game. See if it shoots and blocks cheaters.
  4. If anything’s off, just reply. No stress, we’ll fix it together.

:magnifying_glass_tilted_left: What the Gun Script Does (Plain English)

  • :white_check_mark: Makes sure the input is valid and clean
  • :white_check_mark: Checks that the target is within range
  • :white_check_mark: Fires an invisible line (a “ray”) from your player to the mouse target
  • :white_check_mark: Tracks your hits and shots to measure accuracy
  • :police_car_light: If someone hits 200 shots with 100% accuracy, they’re 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 it’s just 10–15 minutes a day.

1 Like

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 aren’t 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 couldn’t 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

1 Like

Thanks for the reply! I recommend OP uses my solution. Your reply can help give a better understanding, though. Thanks for contributing to my solutoon

1 Like

I changed it to debounce for each player already

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The example is still usable in this case.

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.

1 Like

I will probably add a votekick system in the game, it won’t fix the exploiter thing completely, but whenever there’s a game, there’s 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 player’s kill, not using another solution that doesn’t even solve the problem in the first place.

1 Like

Hmm good point, I’ll still add a vote kick because that’s still essential to any game, but maybe a 65% yes in favor of a vote kick, and I’ll try to find a way to make sure the kill actually occurred, also most big games have a vote kick, like naval warfare