Would this be a viable idea for an anti-speed exploit script?
while task.wait(0.25) do
for _, player in pairs(Players:GetPlayers()) do
local character = player.Character
if not character then
continue
end
local speed = math.floor((character.PrimaryPart.AssemblyLinearVelocity *
Vector3.new(1, 0, 1)).Magnitude)
if speed > character.Humanoid.WalkSpeed then
print("Exploit!")
end
end
not really, it’d be impossible to differentiate whether it was an extreme case or an exploit. But obviously extra checks can be added to ensure there are less false positives.
I tested this by updating my character’s velocity to be below the max walkspeed on the client and the anti exploit still detected when I went above the max speed?
Oh you’re right I tested it just now! but this isn’t really an anti-exploit for teleportation. Thanks for the feedback by the way I didn’t know anchored parts had no velocity
I’ve made a detection exploit that threw the exploiter in a tween loop that would make everyone watch it then make the exploiter dissolve like being snapped out of existence, then would throw them into a portal and kick them