Hacker raid issues

Yeah the best bet would be to detect instances or the player’s part’s velocity in the character. This can prevent them from flinging stuff.

Can’t you use collision groups to prevent the issue

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however i dont know how to stop the character flinging, i tried making it so characters cant collide with other characters through collision groups but its unreliable

Honestly, I would just insert a free model for this. You can detect the velocity of a character and kick them if you can’t get collisiongroups to work.

Make sure you are recursively setting all items to a collision group on the server. There should be no way exploiters can work around that

In roblox documentation they also provide code to disable player collisions

local PhysicsService = game:GetService("PhysicsService")
local Players = game:GetService("Players")

local CollisionGroupName = "Characters"
PhysicsService:RegisterCollisionGroup(CollisionGroupName)
PhysicsService:CollisionGroupSetCollidable(CollisionGroupName, CollisionGroupName, false)

local function setCollisionGroup(model)
  -- Apply collision group to all existing parts in the model
  for _, descendant in model:GetDescendants() do
    if descendant:IsA("BasePart") then
      descendant.CollisionGroup = CollisionGroupName
    end
  end
end

Players.PlayerAdded:Connect(function(player)
  player.CharacterAdded:Connect(function(character)
    setCollisionGroup(character)
  end)
  -- If the player already has a character, apply the collision group immediately
  if player.Character then
    setCollisionGroup(player.Character)
  end
end)

should i use a descendant added event on top of looping through all descendants when the character is added?

Maybe make it so the account has to be a certain amount of days old to play, and implement an anti cheat like said above.

I don’t believe that is necessary
I assume if anythings added after CharacterAdded , it would be an accessory which has no collisions

for some reason after looping through the character and setting all parts to the Character collision group, you can still stand on peoples heads, but you can walk through them sometimes? (thats what i mean by unreliable)

heres a strange event :
my friend couldnt jump on my head and passed through me, but i could jump on their head

In studio (or in game with command bar ), check the player’s heads collision group. Also, check if you add/weld any parts to the character.

If that still does not work, (make sure you are using the code i provided), add a “DescendantAdded” event for debugging to see if for some reason body parts are being aded after CharacterAdded
Alternatively you can add a print to the GetDescandants loop to see if every part is being hit

@ComputedCyan what’s your thoughts on this?

i have an account age requirement but the hackers have a seemingly unlimited supply of multi-month old alt accounts, we have banned 20 already, and an anticheat would be hard to make work in a game like this

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Can you explain what these hackers are doing what type of scripts they are running?

I dont exactly know the scripts, but heres what I know :

  • they’re flinging other players using their character or unanchored parts they got network ownership of
  • they are decompiling local scripts with the goal of finding vulnerabilities through remote events

You have probably heard of this before but in case the issue is not collision groups (or maybe there is more issues) , make sure to secure all your remotes

local PhysicsService = game:GetService("PhysicsService")
PhysicsService:RegisterCollisionGroup("Characters")
PhysicsService:CollisionGroupSetCollidable("Characters", "Characters" false)

game:GetService("Players").PlayerAdded:Connect(function(Player)
	Player.CharacterAppearanceLoaded:Connect(function(Character)
		for _,v in Character:GetDescendants() do
			if v:IsA("BasePart") then
				v.CollisionGroup = "Characters"
			end
		end
	end)
end)

See if this works.

I recently developed an anti cheat that can detect if a player is flying, flinging, and more. It also detects executor outputs, while preventing no clipping on the server. Noclipping is almost impossible with my anticheat, same with flinging other players, even with collisions on. It hides the client script making it impossible to find with Dex, and also uses a handshake with the server and client.

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To handle flinging players I recommend disabling player collision I’ll find another solution for the others soon (because I am about to drive to dinner)

okay i’ll try it and tell you if it works

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That’s a disable player collision script by the way.