I made 10x better “anti cheat” than “cheatblocker pro”. I want to share this with everyone here. This requires some tweaks because when you move around your game it looks like its a little bit delayed. That happens because physics is handled by server.
This should patch all movement related exploits and its still two steps ahead cheatblocker pro.
Adventages:
two steps ahead cheatblocker pro
its free im not charging you for anything
all movement exploits are patched (noclip, fly, float and etc)
Disadventages:
movement looks a little bit delayed
requires some tweaking so dont expect for it to be the best out of nowhere
server might lag with more players (it requires alot of memory with more players sadly )
All feedback and hate is allowed i will try to improve this i will try my best unlike WHYI_MFAT that just ignores you and calls you a “troll”
Source code: (put it as server script inside ServerScriptService)
local plrs=game:GetService("Players")
function setNetwork(p:Part)
if p:IsA("BasePart")==false then
return
end
if p.Anchored then
return
end
if p:CanSetNetworkOwnership() == false then
warn(p.Name,"Cant set networkownership. You might want to double check network ownership documentation.")
return
end
p:SetNetworkOwner(nil)
end
plrs.PlayerAdded:Connect(function(p)
p.CharacterAdded:Connect(function(char)
char.AncestryChanged:Wait()
char.DescendantAdded:Connect(setNetwork)
for i,v in char:GetDescendants() do
task.spawn(setNetwork,v)
end
end)
p.CharacterRemoving:Connect(function(char)
if char.Parent==workspace then
char.AncestryChanged:Wait()
end
char:Destroy()
end)
end)
plrs.PlayerRemoving:Connect(function(p)
if p.Parent==plrs then
p.AncestryChanged:Wait()
end
p:Destroy()
end)
This is worse than cheatblocker pro, at least the movement is responsive (I hope, haven’t used cb pro). You need to make your own character code to recreate chikynoid! (Probably).
Edit: i’ll maybe try to make chikynoid but default later, without input lag.
While this resource does effectively patches all cheats its not that convenient.
Your resource tries to propose a server authoritative solution but doesn’t masks latency, I don’t want to discourage you but doing this via roblox physics isnt possible at the momment, In order to mask latency you will need a local simulation and a server simulation that sync with the server and rollback.
The issue is this isnt possible atm because roblox does not let devs manually step the physics nor rewind them.
The reason why chickynoid is able to work is because it runs on it’s own physics engine.
However I do appreciate that more devs are starting to become aware of server authoritative practices, so ill give you a heart for that, also roblox and bitdancer said they are working on addressing these issues and adding UDP remotes too so possibly you can continue this project once that’s released.
I don’t wanna drag down your project or hard work you put into this but, Chickynoid is a much better free alternative that is also server sided with custom collision detection & player movement.
But I do hope you continue to update this project and wish you the best with this!
<3