Yeah, They would.
But keep in mind most map-leakers are experienced scripters, A very small amount are just oblivious to what they are doing.
Yeah, They would.
But keep in mind most map-leakers are experienced scripters, A very small amount are just oblivious to what they are doing.
Iâd say the majority of leakers would just be inexperienced people who use some free online leaking software or something.
A even better thing would be a baseplate with all that code in and some user with a script executor or something similar (I am not promoting any exploits here) to test it then, But that may be against TOS though, Dont qoute me on it if it is.
I think you would be able to test the exploits if itâs in a private place that you own and are just testing stuff.
Forgive me for having to leave this conversation for a few hours, I have too much homework.
Good luck discussing this more if you wish
No unfortunately it is still against ToS.
You can just run the scripts in Studio using the command bar. Youâd need to have some exploit-exclusive functions emulation with setfenv if the script has any.
Regardless of serverscript position, the source of the script is not replicated to the client. As such, it is impossible for the client to decompile serverscripts, even if placed in the workspace. (ModuleScripts are decompilable though)
Itâs also impossible to decompile client-side scripts without Synapse, since it has its own script decompiler.
Alright always good to know thank you for pointing that out but I would still prefer storing my ServerScripts inside Server though.
Other exploits have decompilers as well, however synapse is the most popular (and probably most reliable)
Thatâs a good idea for code organization and the like, (just thought Iâd comment)
I once ran into problem that someone disabled Debounce in ServerScript inside StarterGui (PlayerGui) and that is why I thought it is possible .
no that would be a major security risk since exploiters can execute their own localscripts.
By the sounds of it, OP doesnât quite know what theyâre talking about. What theyâre asking for is impossible to do.
Anything the leakers download can simply be removed in studio before reuploading. Doesnât matter what it is how hard you try to hide it. If itâs inside the game, it can be deleted in studio.
Everyone thought of something like this at some point, but in the end itâs futile. The only thing that can fix leaking is a big change on Robloxâs side.
You canât hide local scripts inside buildings, and someone can just use CTRL + SHIFT + F and look for the kick command anywhere. Maybe obscuring will slow them down but protecting your games on Roblox is like locking a bike, where if someone is determined enough they will succeed in robbing you of your games or of your bike.
Is this for leaking(like a dev working for you taking your game) or for synapse stealing? This wonât work for synapse stealing I believe.
In that case it would be extremely easy for someone to simply delete whatever is triggering the kick. Also, if your check for âif the script is really thereâ is a FindFirstChild() or WaitForChild(), the exploiter could just remove the code inside it and leave it there as a way to not trigger your system.
Even if itâs for prevention of leaks in Team Create, once a person has access to everything (including server scripts, which team create does grant you) there is no way to make a system that can not be outsmarted/simply removed.
If theyâre mostly a builder who doesnât know scripting(<â or the like) and there are many sripts it may not work