Heya, a game I develop on has an issue with exploits, Global audio to be exact we’ve enacted an anti-cheat for flying speeding but global audio is still an issue even though we’ve removed radios
I’ve tried removing the remotes for the radio as I read that may be the reason why but it continued
Can anyone help me with this?
try checking for backdoor scripts, type “script” in the workspace and see if there are any suspicious scripts that are not added by you ( they can be anything )
or download this plugin Ro-Defender™ Plugin v8.7 - Roblox
( in my project before downloading this plugin, there are scripts named “fix” or “debounce” inside random objects. Those are backdoor scripts )
The code to play the music should be handled by the server (if its for everyone). Any remotes used by a client involving music should only be able to request music not directly invoke music to play.
We had our programmer rework the code but it still continued although we had the remotes reworked it continued I’ve heard of a exploit which caused this I can’t see any other solution other then adding an anti cheat for the radios
Yeah see both of those are directly connected to remote events. The first one take the musicID directly from the remote and plays it. Instead take a “request”. Then queue the request and make it wait to be played until the last one finishes or something. Depending on how you want all this function.
If the intention is for players to choose they music they listen to individually, then move the music playing code onto the client. Playing on the server plays for everyone, playing on the client will be just for that client.
Because your not queuing play requests. Any client can invoke the play function and start playing a sound. The previous sound isn’t over so multiple music plays at the same time. That last statement wasn’t true I see in your code you are stopping the previous sound. So its just a matter of players playing new sounds. But its possible that if the method is invoked at relatively the same time by 2+ clients multiple sounds get played at the same time.
I don’t think there is any exploitation happening exactly. You may just need a debounce. But if you don’t implement a queue clients will be stopping/playing new songs nearly constantly. Alot of the “Club” type games out there have a song play queue and also a downvote system. The down vote will cancel the current song if enough players don’t enjoy it.