Hey guys!!
I know clientsided anticheats are pretty much useless, and I know there’s definitely some flaws in this but I just want to know what they are and better understand what clients can actually do.
So, lets say for example I want to make sure a player doesn’t change their walkspeed on the client.
Because changing walkspeed on the client doesnt change it on the server, I’d had to have to get the walkspeed from the client.
So I write the localscript that will do this and put it under a server script. When a player joins, the server script clones the localscript and gives it to the player, setting it to a variable before it does so it knows to ignore other scripts responding to the function in the future.
So now, in gameplay, I do a check to make sure players walkspeed is still 16.
Ideally, the local script will just return 16 and everything is fine.
If someone is trying to cheat however, one of three things will happen:
1: The player has a cheated walkspeed, which the localscript reports and the server kicks the player.
2: A different script responds to the remote function, but knowing which script to be listening for, the server kicks the player.
3: No script responds and its safe to assume the script was either disabled, deleted, or the player is lagging really bad and about to DC anyway
So let me know why this would or wouldn’t work friends!
ps: this isn’t a system im planning on using in any games, just curious