Client Humanoid Anti-Exploit

Hundreds of these already exist so I’ll just cut to the chase:

This is a client-sided anti-exploit that mainly focuses on preventing the tampering of a player’s humanoid. This anti-exploit can:

  • Detect WalkSpeed changes
  • Detect JumpPower/Height changes
  • Detect MaxHealth changes
  • Detect HipHeight changes
  • Detect MaxSlopeAngle changes
  • Prevent PlatformStand-ing
  • Prevent disabling of death states
  • Support R6 and R15

This anti-exploit was put together quickly for one of my past projects and I thought to refine and publish it’s source. It uses some small (but not full-proof) methods to hopefully prevent being disabled. I recommend using this in games that don’t mess with characters that much as this was developed with the default Roblox environment in-mind.

DISCLAIMER: This is a client-sided anti-exploit. This exploit can be disabled or spoofed by an experienced enough exploiter, as can all other client-sided anti-exploits. This should be used along side a robust, server-sided anti-exploit or other form of exploit detection. This is only a demonstration that may prove useful in some cases. I would not like to debate with anyone the effectiveness of this anti-exploit (and yes, I am aware that exploiters can spoof property values).

Here is the model if you’re interested:
Client Humanoid AE
Make sure to place the module into the StarterCharacterScripts folder.

The code for the anti-exploit can be viewed upon opening it in studio. If you find any bugs, please let me know.

8 Likes

A couple Quick questions: What’s the point of putting a client-sided exploit in your game if it can easily be bypassed/disabled/spoofed by an exploiter? And how could client-sided exploits work along side server-sided exploits to be effective?

I’m not asking for a debate. Just asking a couple questions. :slight_smile:

5 Likes

Good question.

As opposed to what some other developers might have done, I did not just include a single, unprotected local script as the anti-exploit. The method I’ve used should make disabling, or otherwise tampering with, the anti-exploit a bit more difficult (but not impossible).

The main idea is to prevent the majority of less-experienced exploiters that might not have the technical know-how from cheating. And yes, this obviously isn’t going to stop everyone, but it’s better than nothing.


For your other question, the server-side can be used for more general exploit detection such as speed or fly, while the client can be used for more personal detection such as GUIs or network exploits.

4 Likes

These should ideally be done on the server.

This detection doesn’t really help anything. It doesn’t really affect any mechanics.

Also I’m really sorry to plug my resource again, but I made a server sided character anti-exploit which prevents nearly all exploits relating to the character. [FE++] Best server sided non physics anti-exploit for your Roblox game! So you can check that out for inspiration

But anyways you should ideally make a server-sided anti-exploit rather than a client sided one. But good attempt. :wink:

I really feel like some people cannot read whatsoever. I’m not pointing fingers at anybody particularly in this thread, but I have a good feeling someone will show up and rant about how its “uselss!1!!!1!!”

Yes, clearly, OP knows that having only a client sided anti cheat is easily bypassed. However, the goal of this was to stop any non-experienced, new exploiters with little to no background knowledge. I find it beneficial to have a client sided one as well as a server sided one. It stops any dumb exploiters, and the server one can give more experienced ones a bit of hassle as well.

4 Likes

Thank you for including this resource.

My anti-exploit is made to be a simple client-sided check for basic cheats which I recommend be used along side a proper and robust server-side anti-exploit. You could likely use both your and my anti-exploits together in order to create an even more robust system.

At the end of the day though, I recommend that all developers reading this rely more on server-sided sanity checks that run on a per-game basis as opposed to generalized anti-cheats that may or may not work on any given game. That would be the ultimate anti-cheat for any game.

2 Likes