Depends on the exploit running gethui:
Script ware - detectable
Krnl - not detectable
Synapse - not detectable
All others are probably skidded cheats so I’m guessing they would be detected.
Depends on the exploit running gethui:
Script ware - detectable
Krnl - not detectable
Synapse - not detectable
All others are probably skidded cheats so I’m guessing they would be detected.
if your an advanced scripter (like really advanced) you may find something able to patch like acouple others (it is possible do not say it isnt its been done but roblox themselves ends up patching it for no reason (maybe because its getting past there coregui lock) )
You understood me wrong here. A localscript replicates Dex’s action to the server.
So then the detection is in the client because it uses the local script to replicate the changes it’s just the actions are done on the server.
Yes indeed, but the serverside takes care that nothing happens to the localscript which essentially makes it “non-bypassable”.
They can just catch the local script that replicates the properties and disable the connection and delete it.
just log what it send and keep sending it as if everything was ok and disable the script localy
Actually no, AncestryChanged still keeps detecting this.
You realize exploiters can just halt a localscript’s thread without using .Disabled or destroying it, and that they can edit a localscript’s code? If they really wanted to, they can even prevent server-to-client or client-to-server replication.
The “information” some people are giving in this thread is absolutely abysmal.
There is NO reliable, one-size-fits-all way to detect Dex, or any client-only exploit for that matter. Or, atleast there’s no known way to bypass Roblox’s security context system, preventing localscripts from accessing the CoreGui in the first place, or even referencing it.
Exploiters have full access to their client, meaning they can disable replication of things, edit a scripts variables, edit a script itself, completely halt a script’s execution without destroying it or using .Disabled, and a myriad of other things.
Okay, true. Nothing is perfect. I am trying to get around this but it’s gonna be hard.
Awhile ago, one known developer (name will not be disclosed) found a way to detect Dark Dex and any injections through very specific memory usage value, something insane like 0.00000017 MB or so. This led the exploit team to try and figure out what was causing their software being detected 99% of the time for months.
This scenario shows how insanely difficult it can be for detecting Dark Dex, as well as patching it. Dark Dex, is in fact, created by developers who are also well-knowledged in anti-cheats; so basically, they could be anyone in this thread.
There isn’t going to be a universal way to detect exploit software, since the exploit developers can just bypass anti-cheats eventually. That’s why it is crucial for developers to develop and maintain their own anti-cheat methods based on their game’s framework. That’s why companies hire cyber security experts; it’s a job that maintains security of the company’s work.
Get connections —> disable ancestry changed connection.
Ok, good point here. Didn’t realize that. I’ll need to work around that then.
Memory detection systems are usually not recommended.
This thread is still going? Hasn’t it been said many times before, you can’t patch it even if you try to manipulate CoreGui, the exploiter legit just has to run syn.protect_gui
and you’re gone.
Instead, use your time protecting your remote events and implementing sanity checks.
Yeah, people just want anti-cheats that detect these things so they don’t have to worry about poorly protected events
Yes, but you missed the part where I said that it is a scenario where extemely specific values such as memory usage values of 0.00000017 MB caused the exploit software to be patched.
My post was not meant to tell you to use memory detection systems. It was meant to show an example of how difficult it is to find preventive measures to exploits.
I have a question. Are my remotes secure if they are only server to client and almost everything (Except Camera script, guis, and movement script) is server side?