I have created a few anti-cheat scripts both for myself and for others, however I am not absolutely sure whether they work against all executors (if they do at all). To test if me and my friends’ games’ are exploit-proof, is using alternate accounts with exploits to test our anti-cheat systems allowed?
No exploitation will be tolerated under any circumstances.
Why would you ask, “is using alternate accounts with exploits to test our anti-cheat systems allowed?” unless what you knew you were doing was against the rules.
You can test your anti-cheat using the command bar, etc… While it doesn’t have the same environment as an exploit its a start.
That’s still assuming you bought an exploit or downloaded a free one, which using is still against ToS. If you are gonna use exploits to test your game, best be careful about it.
A lot of developers use exploiting softwares to test their anti-exploit and I dont think any of them have gotten banned, so I THINK you are allowed to do that.
Hm thank you but the two developers above you seemed to have said otherwise. The thing is (to all) how would I test my anti-cheats? (Or how do you all do it anyway?)
You shouldn’t do that, first using exploits is against the ToS, 2nd if the person who made the exploit catches you, then you’ll get blacklisted
Thank you for your suggestion, it worked when I ran ‘exploits’ via the command bar but the problem is the command bar executes code server-side. I’m pretty sure my anti-cheat works from the client’s end but I’m not entirely sure since I haven’t tested actual exploits.
Wait how would you know the second one? XD
Because I’ve seen others affected by that
Exploiting is obviously against the Terms of Service, even when you are testing out your anti-cheat. Since you are the developer of the game however, you already have the ability to insert any code into your client/game at will through Studio. And through a ModuleScript you can load on the Client, you could even execute code at-will.
If you get slightly creative with the existing tools, everything you’d need to simulate what ‘exploiters’ do can already be done.
It does not all the time. If you are using accurate play solo or a test server, it will execute code locally if a client and globally if server
Aside from that - no you are not allowed to exploit your own game. Still breaks Roblox’s rules
It’s better to just use Roblox Studio, The command bar and/or LocalScripts should hopefully suffice anything of use that an exploiter might attempt to do.
I normally use the command bar or I tell someone to exploit in it for testing purposes.
Thank you for sharing! But I think encouraging others to exploit is still equally bad in this case (since other developers said it was against TOS). But ty.
I didn’t really encourage him to exploit because he was exploiting for over a year, I have already told him to stop doing that but he just doesn’t. I don’t report him simply because he’s my friend irl.
Unfortunately, not quite. Many exploits take advantage of certain API from programs, such as Synapse X, that Studio simply cannot reproduce due to security restrictions.
For example, getrawmetatable
can be used to make very malicious exploits, such as remote interception or client-sided service modification (from what I’ve heard, I have not used this though).