Also, only the external dex have access to CoreGui, the injected script does not atm, if It did then why would they need this:
Let me tell you something about i made
if you donât still believe me
Iâm not going to tell you how i did this or something like this â Iâm not going to use this for badly.
you probably shouldnt discuss this on the roblox forums.
that just generates a gui id and makes the service name it
local dummyfn = function() end
print(dummyfn)
print("Current identity is 8")
(This is for satirical purposes, I donât intend to take this seriously lel)
Exploiting on Roblox is against TOS, it doesnât matter whether or not you used it for educational purposes.
No, that made by c++
Not by lua
I know that is not allowed but im use this for check my own anti cheat :>
You still broke Roblox TOS, using it for your own anti-cheat is still exploiting.
How to lose your credibility with a sentence:
no way bro sent image of him exploiting on roblox devforum lol
Nice try but an exploiter can easily game:GetService('Players')
I would firstly like to ask if you could create an example using those two things⌠even though CE âexecutorsâ do not have those functions implemented. Despite that, Iâm just trying to see if you can actually back yourself up instead of being someone who likes to throw around executor buzzwords.
However, I would also like to mention that the person you are replying to, and more-so that personâs code, is defunct; debug.getinfo() is non-existent in Luau and it cannot be used as a detection from an Identity 2 LocalScript. Not sure why (probably) no one else in this thread mentioned that.
Sorry, but youâre talking to a brick wall. As a brick wall. If that makes sense.
-- use autoexec
local old; old = hookmetamethod(game, '__namecall', function(self, ...)
if self:IsA("Player") then
if getnamecallmethod():lower() == "kick" or getnamecallmethod():lower() == "destroy" then
return nil
end
elseif (self:IsA("RemoteEvent") or self:IsA("RemoteFunction")) and (getnamecallmethod() == "FireServer" or getnamecallmethod() == "InvokeServer") then
return task.wait() -- cant yield
end
return old(self, ...)
end)
-- prevent some while true do crashes
local sc = game:GetService("ScriptContext")
local function forceSet(to)
sc:SetTimeout(to) -- i forgot if it's this or :SetScriptTimeout()
end
forceSetTo(1)
sc.Changed:Connect(forceSetTo)
-- prevent math.random, force set string.format
local old2; old2 = hookfunction(getrenv().string.format, newcclosure(function(...)
if debug.info(2,'s') ~= 'C' and debug.info(2,'n') == "ProtectMethodString" then
return {...}[2]
end
return old2(...)
end))
local old3; old3 = hookmetamethod(game, "__index", function(self, key)
if self:IsA("LogService") and key == "MessageOut" then
return someServiceWrapper(game:GetService("LogService")
end
return old3(self, key)
end)
My take on here, not tested but pretty much for level 8+ executors
nice script, but replace task.wait(10e100) with just return
Fair enough, would also rather wrap that in a pcall or if statement that uses checkcaller()
so that executors wonât be affected from the hooks.
no externals have hookfunction or hookmetamethod, no good exploits would get detected by anything in there
What do you mean? The snippet I posted above is untested and I made possible bypasses for the given anti-exploits within this thread.
Edit:
On top of that, I did mention this works for executors with script identity level of 8+.
well, cheat engine executors are patched atm, all of them were level 2
This code could be improved.
The namecall hook will stack overflow because you namecall inside of the namecall hook (checking if self is a Player.)
As far as it actually being a successful run, just check pcall(function() LocalPlayer:KICK() end) and if itâs a success then LocalPlayer[âParent\000 null byte so coolâ] = nil for immediate detection and punishment circumnavigation. Glad yoh actually know how to use those, though.