Hello, there has recently been a cheat engine executor out, here is a prevention from it injecting. please put it in a localscript in replicatedfirst game:GetService("Players").Name = game:GetService("HttpService"):GenerateGUID();
You could also just destroy their gui seeing as they parent it to playergui but still
(NOTE: YOU CAN ALSO RENAME THE SERVICE PLAYERS ON SERVER IIRC)
test game for another version, uncopylocked that i made: Detection-Test A-1 - Roblox
a friend tested it and worked
I doubt skids would patch it, It’s a level 2 anyway, literally 0 core Gui access, and No custom functions, and It only work with tools that have local scripts
Not to mention that there are alot of way to detect this cheat engine thing
Then, they would have to change the code of their init cheat engine, which most aren’t willing to do, specially when It crahes like 60% of the time or smth, this “executor” is pretty much a joke, and can easily get patched by not adding tools into the game or by making a custom backpack
There’s no point in even trying to find a detection for the Cheat Engine thing, it’s literally a level 2 executor unlike if you look at other executors which levels are 7-8.
It basically can barely do anything, barely anything game breaking.
Here is my take on it. I think it works but someone should try!
local player = game.Players.LocalPlayer
local function checkForInjection()
for i, v in pairs(getfenv()) do
if type(v) == "function" and string.find(debug.getinfo(v).source, "rbxasset") == nil then
player:Kick("Possible script injection found!")
return
end
end
end
game:GetService("RunService").Stepped:Connect(function()
checkForInjection()
end)
Also some people have beeing hanving issues with debug.getinfo(v) because it isn’t used in the default lua library:
This function differs from debug.traceback() in that it guarantees the format of the data it returns. This is useful not only for general logging and filtering purposes, but also for sending the data to systems expecting structured input, such as crash aggregation.
This function is similar to debug.getinfo, an unavailable part of the standard Lua library which serves a similar purpose.
So if you want, you can change debug.getinfo(v) to debug.traceback(v). When I tried this out a few months ago, debug.getinfo(v) worked but it will probably not work now.
Cheat engine executor is local script level, so what are you talking about, It doesn’t have any custom functions, also pretty sure the code wouldn’t work anyway
Alright, let’s break this down, my guy.
Cheat Engine already does not work with Hyperion. You simply cannot do anything with it.
It’s not an executor, nor a working exploit software with Roblox.
The methods I have provided are common methods that are being used in exploiting to easily bypass these foolish preventions. The OP clearly does not know anything on what they’re talking about. Exploiters have full control over their clients, everyone should develop according to that.