Somehow I took that wrong. Must be losing it.
So replying with a non related scripts is your way?
I have also noticed you do this on multiple posts.
Gee sorry Iām not the perfect poster you seem to think I should be.
Iām not attacking, Iām js saying that i already have seen alot of people been doing this recently and filling the topics with non related responses
What in the Roblox DevForum is going on in here?
It would seem to be haters. Anything about stopping cheaters seems to bring this right out.
This may get both hacks.
Server Script in ServerScriptService
local runservice = game:GetService("RunService")
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
local rootPart = character:WaitForChild("HumanoidRootPart")
runservice.Stepped:Connect(function()
if rootPart.Velocity.Magnitude > 1 then
local params = RaycastParams.new()
params.FilterDescendantsInstances = {character}
params.FilterType = Enum.RaycastFilterType.Exclude
local rayResult = workspace:Raycast(rootPart.Position, Vector3.new(0, -100, 0), params)
if rayResult then
local distance = (rootPart.Position - rayResult.Position).Magnitude
if distance > 14 then humanoid.Health = 0 end
--print(distance)
end
end
end)
end)
end)
Stepped waits unless they are moving. Think this is better than the tick way. Was able to do some testing and it seems to do the job.
To solve this you need to implement a client physics anti-cheat on the server that has ignore cases under the condition that a player owns a related game pass. For example if the player owns āextra speed gamepassā and theyāre detected moving at a speed of 100 studs per second, donāt kick them, but if they donāt own it, kick them. You also need to add more exclusions depending on your game mechanics, for example if the player is falling in the void or is on the top of some speed/jump mechanic(for example a conveyor).
In general itās hard to find a āone solution fits allā anticheat because not all games have the same mechanics and physics.
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