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