Executor Script console log detection

I found this one script on the devforum (I don’t remember the original post) and I decided to make it a little better

I think it is kind of useless and bloated and bypassable but it works on a lot of executors

Also to get detected the User’s script has to have an error

local Flagged = {
	"Inject", 
	"Execute",
	'[string ""]',

	Error = {
		"CoreGui"
	},
	-- Optional
	Info = {},
	Output = {},
	Warning = {}
}

local LogService = game:GetService("LogService")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer

local function handler()
	LocalPlayer:Kick("Bluds hacking") -- Whatever you want here
end

LogService.MessageOut:Connect(function(Log, LogType)
	Log = Log:lower()
	
	-- Check numerically indexed Strings
	for k, v in ipairs(Flagged) do
		if Log:find(v:lower(), 1, true) then
			handler()
			return
		end
	end
	
	-- Check strings bound to a Message Type
	for k, v in Flagged do
		local MessageType = Enum.MessageType:FromName("Message" .. tostring(k))
		
		if type(v) == "table" and LogType == MessageType then
			for _, string in v do
				if Log:find(string:lower(), 1, true) then					
					handler()
					return
				end
			end
		end
	end
end)

To add your own flagged things here is how to do it
If you add string by itself the script will check all stuff in the console if it has the string no matter what type of message it is - Error, warn, Output etc.

For example:

local Flagged = {
	"test",
	...
}

Now, the script will check for any message with “test” inside it

But if you put it in either the Error, Output, Info, or Warn tables it will check if a message in the console has the corresponding message type and string inside of it

Here is proof it works (I asked my friend to try the script I sent him)

Sorry if I say too much
Feedback would be appreciated

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Search for stuff used in “UNC Tests” aka stuff to test how good an exploit is, low end exploits don’t have most of those and would probably fail some and it would print it out. Use stuff like “UNC” (for the test obviously), or if they don’t know it isn’t supported, do stuff like “getfenv, fireclickdetector”. Also this is a LocalScript, if you really want make it change it’s name to other scripts that exist and parent itself to where the script is located and just delete the LocalPlayer to prevent the antikick exploit.

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FYI getfenv is a regular ROBLOX function, I think you are talking about getgenv
No offense Also thanks I will take this into consideration

They get mixed up in my brain, yeah I meant getgenv. Thanks for the correction!

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