They change their speed on the client, but if I print the speed from the server it only prints what their speed is on the server. If I make a script that checks their speed on the client, they can just delete that script. How can I prevent this?
I don’t think they can delete serverscripts. Correct me if i’m wrong
@sjr04 would that event fire on the server if someone changed their speed on the client?
Yes, it would change. Keep in mind the event gives what the rough speed is, so it can be a decimal as well.
This is very useful information, thanks for your help.
you can use velocity, i haven’t used it in a while but.
walkspeed is basically how many studs they can walk per seconds
So 16walkspeed means 16 studs walked in 1second
so u can compare the velocity and walkspeed.
Checking WalkSpeed is futile because it does not replicate to the server.
Checking Velocity and Running is not ideal because the character can be moved without applying any Velocity. But speed exploiting (and not just teleporting around) and spoofing these as if you weren’t exploiting is very tricky, so it catches plenty of exploiters.
The only truly surefire way to detect speed exploiters is to check the Position of the character (and of everything connected to it so they can’t move, say, their arms 100 studs away from the character to touch a part).
But this can get extremely complicated and prone to false positives.