So, Basically I’ve always made local script anti-exploits, which are not the best and backed it up with many scripts but I’m realizing that thats not the best way.
My question is whats the best way to stop speed exploits, God Mode, Jump Exploits, through the server.
I haven’t tried anything yet but could it possibly just be as easy as using a For I,v loop and then loop through the Server to check the player?
Maybe look through the players too see if their walkspeed/jumppower is higher than usual then if it’s too high do something about it? (I don’t know how explits work so this might not be a useful answer)
Clients have control of basically everything on the client, if you have a client script, they can mess with it all they like without the server noticing.
You’d want to check for outrageous velocities, raycasts on parts which should kill players for verification, magnitude checks, etc.
@BawTheSeal, Wouldn’t work since it wouldn’t be replicated. You’d have to check the speed of the player instead with velocity or something similar like Humanoid running state which returns a speed value.
No, no it wouldnt, it wouldnt replicate as I stated before. You’ll have to guess if the player is going at crazy speeds instead of relying on the values.
Do magnitude checks, velocity checks, raycasts, etc.
Try to make the anti-exploits based on the genre of game your doing, what I mean by this say for example your making a pvp game, a smart way to prevent speed hacking on the server would be to store the player’s position and the tick() every time they get a kill, so the next time they get a kill you can use the previous position and tick() to check if they got to that position faster than they are able to based on their current walkspeed and then ban them from the game. For jump exploits you can easily check each time a player’s character primary part position changes if there current height is greater than the max height, and if it is kill them.