I’ve been working on a serversided anticheat, and so far it’s been working great. I need to be able to detect if a player is lagging so I can prevent false positives, and one way that this could be done is by checking if the magnitude of the velocity of the player’s character is more than zero, and the distance between their current position, and their last position is zero. I am wondering if this could be abused by exploiters, and if there is a better way to detect laggy players. When I am talking about lag, I am talking about when a player is walking, and other players see that the walking animation of that player is playing, but the player is just stuck, and not moving, because of the network latency.
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Use :GetNetworkPing() on a player to get the time it takes for a signal from the client to the server or vice versa in miliseconds.
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