Are people stealing my code?

So I’ve been seeing these people like my code posts, and I appreciate it. But the only thing I’m thinking is that are they stealing my code? Because their user profile is hidden.



This one happened recently.

1 Like

Well you are posting your code to a public forum, and you know no offense but considering your code is kind of basic/unoptimized:

– Setting a constant inside of the function.
local maxPower = 50

– not using a clamp or math.min
if power > maxPower then
power = maxPower
end

– not using an epoch, which is technically optional.
task.wait(.2)

debounce = false

your code is not ground breaking and I wouldn’t consider something so basic as stolen, just re-used in a game that probably isn’t gonna do any good.

I hope this doesn’t offend you but even MaximumADHD and other scripters are well aware of people decompiling their games, and/or stealing code from GitHub but they know only people with their mindset can do anything with the code.

4 Likes

Yeah, I had no idea what I was thinking when I made that.

1 Like

they’re Visitor rank users who like posts to rank up to Member

7 Likes

No idea but, if you post it online you can’t say it is being stolen.

2 Likes

No cuz im actually done with ts.

My Code

Link to post: Placement System Problem and Surface and Terrain - #2 by ig1oo1

Code
local runservice = game:GetService("RunService")

local block = game.Workspace:WaitForChild("Block")

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()

local maxDistance = 999 -- max distance player can place block
local gridSnapSize = 1 -- the size of the grid that the block snaps to

local function gridSnap(value: number | Vector3, gridSize: number)
	if typeof(value) == "Vector3" then
		return Vector3.new(
			math.floor(value.X / gridSize + 0.5) * gridSize,
			math.floor(value.Y / gridSize + 0.5) * gridSize,
			math.floor(value.Z / gridSize + 0.5) * gridSize
		)
	elseif typeof(value) == "number" then
		return math.floor(value / gridSize + 0.5) * gridSize
	end
end

runservice.RenderStepped:Connect(function()	
	local raycastParams = RaycastParams.new()
	raycastParams.FilterType = Enum.RaycastFilterType.Exclude
	raycastParams.FilterDescendantsInstances = {player.Character,  block}
	local raycastResult = workspace:Raycast(mouse.UnitRay.Origin, mouse.UnitRay.Direction * maxDistance, raycastParams)
	
	if raycastResult then
		local targetPosition = raycastResult.Position + (Vector3.yAxis * block.Size.Y/2)
		block.Position = gridSnap(targetPosition, gridSnapSize)
	end
end)

“Solution’s” code that came 45 minutes later + private account

Link to his post: Placement System Problem and Surface and Terrain - #3 by twc89403

Code
local runservice = game:GetService("RunService")

local block = game.Workspace:WaitForChild("Block")

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()

local maxdistance = 100 -- The distance in studs until the preview will stop updating

runservice.RenderStepped:Connect(function()
	local RaycastP = RaycastParams.new()
	RaycastP.FilterType = Enum.RaycastFilterType.Exclude
	RaycastP.FilterDescendantsInstances = {player.Character, block}
	
	local mouseposition = workspace:Raycast(mouse.Origin.Position, mouse.Origin.LookVector * maxdistance, RaycastP)
	
	if mouseposition then
		local x = math.round(mouseposition.Position.X)
		local z = math.round(mouseposition.Position.Z)
		local y = math.round(mouseposition.Position.Y) + block.Size.Y / 2
		block.Position = Vector3.new(x, y, z)
	end
end)

Similarities :rofl:

Link to Post: Placement System Problem and Surface and Terrain - #5 by ig1oo1

List of similarities (quoted from my post above)

@twc89403 literally just copied and pasted my code but made it worse. My code allows you to change the grid size that you want the block to snap to. I have no idea why you marked this stolen code as the solution.

Copied

Copied

Copied

Copied but “simplified” so it’s worse

Copied the + block.Size.Y / 2


Feel ashamed of yourself ngl; that’s pretty petty. Oh, and guess what? His profile is hidden. What a coincidence!

3 Likes

it happens trust me, it’s funny that he used your code but made it worse :joy:

also please make your RaycastParams outside of your RenderStepped, I can’t remember where I had seen this but apparently it will use up a lot of memory, again I don’t know if this is true nor do I remember where I heard this, I just randomly started doing it, I guess.

1 Like

whoops didnt realise that. that was a rookie mistake on my part

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