FE++
What is FE++? FE++ is a fully server sided anti-exploit for your Roblox game.
While filtering enabled is good for preventing exploits, there are a few nuances which can be exploited. This anti-exploit patches all of these small little nuances.
These nuances in the Roblox replication allows exploiters to bypass some server sided security and makes it a pain for developers to code it.
For example exploiters can delete joints inside the character which can allow them to bypass most movement anti-cheats.
Also the FE-God mode vulnerabilities can be used to stop a lot of stuff.
Additionally exploiters can display inappropriate animations and even construct private parts which is really bad if children play your game!
FE++ aims to fix all of this with a simple elegant script.
This anti-exploit is not a movement anti-exploit! Instead it complements movement anti-exploit you use by patching some bypasses. This means you can(and should) use any movement anti-exploit along it.
Benefits
-
FE++ is lightweight and standalone. You only insert the script to your game and it does its thing.
-
It is fully server sided and works by security by design meaning it cannot be bypassed.
-
It never false detects and it only prevents the action from happening, like filtering enabled.
Features
-
Invalid Humanoid Deletion ( Incompatible with any usage of .Parent = nil, please use :Destroy() instead ) - Stops an exploit which exploiters can use to become invincible.
-
Invalid Hat Mesh Deletion - Stops deletion of meshes inside hats and other accessories.
-
Multi Tool - Stops exploiters from selecting multiple tools to utilize other exploits.
-
Inappropriate Animation - Stops an inappropriate animation which can be used in an adult only manner.
-
Hat Joint Deletion - When the Joint connecting a hat is destroyed the networkownership of the hat gets sent to the player, this prevents hat animation hacks which again can be used in an inappropriate manner.
-
Anti-Anti-Respawn/Anti-god - There is a god exploits which a hacker can use to not make their character respawn. When the anti-exploit detects that a player has not respawned, even when they should have it respawns them.
-
Anti-RootJoint/WaitJoint deletion - When the “Neck” joint is removed from a character, it dies. This however does not apply for the “RootJoint” and “Waist” joints, which allows exploiters to move the character while not moving their HumanoidRootPart. When the Anti-Exploit detects that either one is removed the Humanoid is killed.
-
A customisable animation whitelist/blacklist system. You can either use a blacklist/whitelist mode and which either prevents the said animations or only allows them. This is off by default but if you want you can enable this check.
Download
While the code is licensed under CC0 meaning you don’t have to give credit. Still giving credit would really be appreciated.
Source code:
local Players = game:GetService("Players")
-- // If you want to use a whitelist mode for animations instead of a blacklist.
local USE_WHITELIST = false
-- // If you want to whitelist / blacklist an animation enter it here.
local ANIMATIONS_LIST = {}
local function protectHat(hat)
local handle = hat:WaitForChild("Handle", 30)
if handle then
--[[
This code prevents exploiters from abusing the NetworkOwnership
of hats that are detached from the character.
Then the hat weld is removed from the hat, the network ownership
of the hat is set to the server.
]]
task.defer(function()
local joint = handle:WaitForChild("AccessoryWeld")
local connection
connection = joint.AncestryChanged:Connect(function(_, parent)
if not connection.Connected or parent then
return
end
connection:Disconnect()
if handle and handle:CanSetNetworkOwnership() then
handle:SetNetworkOwner(nil)
end
end)
end)
--[[
This code prevents the deletion of meshesh from hats.
Exploiters can exploit this in various different ways.
When the hat mesh is deleted it is simply parented back.
]]
if handle:IsA("Part") then
local mesh = handle:FindFirstChildOfClass("SpecialMesh") or handle:WaitForChild("Mesh")
mesh.AncestryChanged:Connect(function(child, parent)
task.defer(function()
if child == mesh and handle and (not parent or not handle:IsAncestorOf(mesh)) and hat and hat.Parent then
mesh.Parent = handle
end
end)
end)
end
end
end
local function killHumanoid(humanoid)
if humanoid then
humanoid:ChangeState(Enum.HumanoidStateType.Dead)
humanoid.Health = 0
end
end
local function onPlayerAdded(player)
local function onCharacterAdded(character)
for _, v in ipairs(character:GetChildren()) do
if v:IsA("Accoutrement") then
coroutine.wrap(protectHat)(v)
end
end
character.ChildAdded:Connect(function(child)
if child:IsA("Accoutrement") then
protectHat(child)
elseif child:IsA("BackpackItem") then
local count = 0
--[[
This code prevents exploiters from selecting multiple tools at the same time
to utlise other exploits.
When a player selects a tool, we count the number of tools. If there are extra
tools selected we simply parent them back to the backpack.
]]
task.defer(function()
for _, v in ipairs(character:GetChildren()) do
if v:IsA("BackpackItem") then
count += 1
if count > 1 then
v.Parent = player:FindFirstChildOfClass("Backpack") or Instance.new("Backpack", player)
end
end
end
end)
end
end)
local humanoid = character:FindFirstChildOfClass("Humanoid") or character:WaitForChild("Humanoid")
--[[
This code prevents the invalid deletion of the humanoid object.
An exploiter can delete their humanoid, which replicates to the server
allowing them to achieve god mode. When the humanoid is deleted this
code parents it back to the character.
]]
humanoid.AncestryChanged:Connect(function(child, parent)
task.defer(function()
if child == humanoid and character and (not parent or not character:IsAncestorOf(humanoid)) then
humanoid.Parent = character
end
end)
end)
humanoid.StateChanged:Connect(function(last, state)
if last == Enum.HumanoidStateType.Dead and state ~= Enum.HumanoidStateType.Dead then
killHumanoid(humanoid)
end
end)
--[[
This prevents a certain god exploit where a hacker can make themselves not respawn.
It first checks that the game uses the normal character loading system, to prevent
games with custom respawn systems from breaking. When the player dies it is checked
if they have respawned, if not then this automaticly respawns them.
]]
if Players.CharacterAutoLoads then
local connection
connection = humanoid.Died:Connect(function()
if not connection.Connected then
return
end
connection:Disconnect()
task.wait(Players.RespawnTime + 1.5)
if humanoid and workspace:IsAncestorOf(humanoid) then
player:LoadCharacter()
end
end)
end
local animator = humanoid:WaitForChild("Animator")
--[[
This handles the animation blacklist/whitelist.
A player can play any animation that is a. owned by Roblox or b. made by the game creator.
This can be exploited by a hacker, to for example play an inappropriate animation.
It is hardlocked to prevent an inappropriate animation (rbxassetid://148840371).
You can also add animations to blacklist/whitelist to the ANIMATIONS_LIST table.
If you set USE_WHITELIST to true it will use a whitelist mode,
meaning only the animations in the table are allowed, else it only prevents the
animations in the list.
NOTE: The animation may still appear on the client, but it never appears on the server or other players!
]]
animator.AnimationPlayed:Connect(function(animationTrack)
local animationId = string.lower(string.gsub(animationTrack.Animation.AnimationId, "%s", ""))
if
animationId == "rbxassetid://148840371" or
string.match(animationId, "[%d%l]+://[/%w%p%?=%-_%$&'%*%+%%]*148840371/*") or
USE_WHITELIST and not table.find(ANIMATIONS_LIST, animationId) or
not USE_WHITELIST and table.find(ANIMATIONS_LIST, animationId)
then
task.defer(function()
animationTrack:Stop(1/60)
end)
end
end)
local connections = {}
local function makeConnection(Conn)
local connection
connection = Conn:Connect(function(_, parent)
task.defer(function()
if not connection.Connected or parent or humanoid and not humanoid.RequiresNeck then
return
end
for _, v in ipairs(connections) do
v:Disconnect()
end
if humanoid and not (humanoid.Health <= 0) then
killHumanoid(humanoid)
end
end)
end)
table.insert(connections, connection)
end
--[[
This code prevents the abusing of deleting the rootjoint and/or waisjoint.
When you delete the neckjoint the character dies, this however does not apply
for the rootjoint and the waistjoint. Meaning hackers can abuse this to detach
themselves from the humanoid rootpart to do all kinds of stuff.
When either joint is removed the humanoid will be killed.
]]
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
local rootJoint = humanoid.RigType == Enum.HumanoidRigType.R15 and character:WaitForChild("LowerTorso"):WaitForChild("Root") or humanoid.RigType == Enum.HumanoidRigType.R6 and (humanoidRootPart:FindFirstChild("Root Hip") or humanoidRootPart:WaitForChild("RootJoint"))
makeConnection(rootJoint.AncestryChanged)
if humanoid.RigType == Enum.HumanoidRigType.R15 then
makeConnection(character:WaitForChild("UpperTorso"):WaitForChild("Waist").AncestryChanged)
end
end
if player.Character then
task.spawn(onCharacterAdded, player.Character)
end
player.CharacterAdded:Connect(onCharacterAdded)
end
for _, v in ipairs(Players:GetPlayers()) do
task.spawn(onPlayerAdded, v)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Make a script inside ServerScriptService
and paste the code there.
https://www.roblox.com/library/8392627053/Anti-Exploit-FE-Anti-Exploit
If you wan’t to contribute you can do so on the github
Also if you want to have this automatically on all of your games here is a plugin that adds the script:
https://www.roblox.com/library/8424271140/Anti-Exploit-Auto-add-FE-Anti-Exploit
Please tell me in the replies what do you think?