Help with an Anti-Cheat system

What’s stopping an exploiter from keeping the remote event firing part in the anti-cheat script, but removing everything else?

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That’s just useless imo, they don’t have to remove the firing part. You just overcomplicated yourself.

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It’s still useful against a skid, or somebody who isn’t experienced in anti-exploites.

Kinda true, but what if there a skid? or somebody whos not experienced in anti exploits.

Thing is, why would they target that remote event if it’s not useful(to them)??? Common sense really?

Why would they care about any remote event unless its something to let them exploit, etc? why would they block useless ones.

What? They would of course block the useless ones? That’s just common sense? They’re not gonna edit a remote event they know will do nothing for them. They don’t purposely try to get themselves banned…

The method you stated is completely useless as they can edit the localscript and just delete the anti exploit leaving only the firing part.

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Im talking bout skids here, people who have no expirence

“Skids” use the help of more experienced exploiters. They don’t make their own scripts.

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Known to me, but if they try to disable anti cheats - they wouldn’t know what to delete, what to disable, etc

They do know what to delete though, and disable and etc…

Okay, I understand my method is useless. lets end this topic

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There’ll always be someone determined enough to exploit in a game, even if the majority of exploiters are skids, there’s that group of people who find an exploit, and post it online.

There is a problem they can disable it.

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You could send hundreds of remotes a second and your ping would be fine. Most multiplayer games, especially games like Minecraft, send massive amounts of data to each client each second just to communicate block, entity, etc data. We don’t live in the 70s anymore lol

No that’s true, I misphrased it, I meant “massive amounts of data” in terms of requests rather than size. A Roblox remote with relatively little data being sent shouldn’t cause any ping issues. Of course, if you send megabytes of data that’s a different story but the comment I replied to implied that sending one remote per second for a heartbeat, which essentially carries no data other than internal packet data, would drop your ping.

Oh, sorry for not checking the context :sweat_smile:

How weird is it that I thought of the reply I made as soon as I saw devforum.txt’s tweet?

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Why roblox does not hide client scripts from client? People who use explorer hacks they will be reduced.

Ah yes, hide client script from the client. Then what’s the point of client script?

This topic should end here. No purely client sided anticheat is unbypassable. Synapse X can execute scripts before ReplicatedFirst so even the stack overflow detection can be removed.

Roblox can make an detection within the engine itself but I doubt it can get pass the developers eyes.