Flying Exploit Detection

local suspectedPlrs = {}

game:GetService("RunService").Heartbeat:Connect(function()
	for _,v in pairs(game:GetService("Players"):GetPlayers()) do
		if v.Character then
			if v.Character.Humanoid.FloorMaterial == Enum.Material.Air then
				if not suspectedPlrs[v] then
					suspectedPlrs[v] = os.time()
				else
					print(os.time() - suspectedPlrs[v])
					local timeDifference = os.time() - suspectedPlrs[v]
					
					if timeDifference >= 2 then
						print("flying")
					elseif timeDifference < 2 then
						suspectedPlrs[v] = nil
						print("not flying")
					end
				end
			end
		end
	end
end)

I’m creating an anti-fly, but I ran into a problem. i need another conidition for my elseif to detect if they’re not just jumping. My original way was to just check if FloorMaterial was not set to air, but that wouldn’t work since I have this line at the top:

if v.Character.Humanoid.FloorMaterial == Enum.Material.Air then

Is there any way that I can rewrite this to allow for that?

You can detect this exploit by using the aforementioned method but the only difference is adding checks to the humanoid’s states. If there was a humanoid state lasting for many seconds, it would be impossible.

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So I should check if the humanoid state is not set to jumping for the first condition?

Technically, you can see that the player is falling by flying, thus the state is falling. However, their velocity is not truly downwards. Sometimes they are suspended in the air. It is expected that the player’s velocity is down affected by the gravity of the world.

2 Likes

I went on google and literally just searched “Fly script roblox” and about 90% of them are made by putting a BodyVelocity or a BodyGyro inside the HumanoidRootPart. So what would be reasonable is to check if any of those things is being added to the player’s HumanoidRootPart and if so you could kick them, example : (LocalScript)

game.Players.LocalPlayer.Character.HumanoidRootPart.ChildAdded:Connect(function(Object)
	if Object.ClassName == "BodyGyro" or Object.ClassName == "BodyPosition" or Object.ClassName == "BodyVelocity" then
		game.Players.LocalPlayer:Kick("Flying Exploit")
	end 
end)
4 Likes

Thanks for the suggestion. I believe there’s already an anti-exploit in my game in place that checks for bodymovers on the client (just in case any people that don’t really understand that they can bypass it try to do it). Unfortunately a lot of the exploiters that “visit” generally are smart enough to know how to disable it.

Most of the exploits that I have seen generally rely on setting the CFrame of HumanoidRootPart to avoid systems like these in the first place which is why I’m trying to rely on checking if they’re in the air.

1 Like

I changed it to the way that you suggested. Thanks.

game:GetService("RunService").Heartbeat:Connect(function()
	for _,v in pairs(game:GetService("Players"):GetPlayers()) do
		if v.Character then
			if v.Character.Humanoid:GetState() == Enum.HumanoidStateType.PlatformStanding or v.Character.Humanoid:GetState() == Enum.HumanoidStateType.Freefall  then
				if v.Character.HumanoidRootPart.Velocity.Y < 5 then
					print("flying")
				else
					print("not flying")
				end
			end
		end
	end
end)

(i need to fine tune the velocity a little bit so that it doesn’t pick up jumping but overall it’s working so far)

1 Like