Based upon Roblox’s Animation Handlers, some exploiters have found a way to put in and replicate an error message across all players, known as the exception below. Because this error is triggered every time the “active://” animation is changed and the error is triggered across all players as they attempt to load the bad animation.
I agree that this error should likely be handled server side first and then transmitted to the client that attempted to change the active animation only. Seems like a minor spam attack issue in regards to this being sent to all dev console logs, is this present on the client or server console?
I guess it would also be nice if these were condensed into one error message like the output log in studio which can be expanded.
To my knowledge this has been known for many years now (from what I remember it became popular when roblox redid networking stuff and messed with setnetworkradius and stuff which for reference was like back in 2021 or so). The nice part about this thought is because of this replicating if it’s a big enough problem you can actually just make a serverside script which checks the when a humanoid fires AnimationPlayed then check if its a number only.
Indeed, if anything for reasons I shall keep a secret till Roblox can fix it, this is similar to those “robang” scripts as they too manipulate the animations of their own player because of the way Roblox replicates animations. Of course I have my own fears for this script in specific however I have yet to see what I fear actually be possible.
Anywho, I’ve managed to find the code they used and I’ll see about making a patch for it but I don’t have an executor so it may not work first try, then again the patches for “robang” scripts would likely work in this instance as well.
This is overall harmless besides the fact you’re going to be down a good couple kb of storage due to roblox logs but other than that it’s not a big deal. As I mentioned before its not a big deal as you can easily patch it by implementing a serverside script and just connecting when AnimationPlayed is fired