i wanna check if they no clipped or something like that
here is my current code
-- AntiExploit: FerbZides
local AntiExploit = {}
local List = {}
List.__index = List
-- player
local player = game.Players.LocalPlayer
function LoadUp()
local SetupTbl = {}
-- load it up
for _, Objects in pairs(player.Character:GetChildren()) do
if Objects:IsA("Humanoid") then
table.insert(Objects.WalkSpeed, SetupTbl)
table.insert(Objects.JumpPower, SetupTbl)
table.insert(Objects.FloorMaterial, SetupTbl)
-- set it
setmetatable(SetupTbl, {})
end
end
end
-- open it up
LoadUp()
function CheckHumanoid()
-- load it up
for _, Objects in pairs(player.Character:GetChildren()) do
if Objects:IsA("Humanoid") then
return Objects
end
end
end
function AntiExploit:AntiSpeed()
if CheckHumanoid().WalkSpeed ~= self.WalkSpeed then
player:Kick("Get yeeted")
end
end
function AntiExploit:AntiJumpPower()
if CheckHumanoid().JumpPower ~= self.JumpPower then
player:Kick("Get yeeted")
end
end
function AntiExploit:AntiFly()
if CheckHumanoid().FloorMaterial ~= self.FloorMaterial then
player:Kick("Get yeeted")
end
end
function AntiExploit:AntiNoClip()
end
return AntiExploit
I don’t remember exactly but it would appear to be raycasting between character positions from old to new. When raycasting filtering the hit by character(and other things), it will certainly hit a wall first.
yes ofcourse i am having an issue where the humanoid is nil which is not
the metatable method works and if the strafing physics dont work then ill use a raycast method if it still doesnt work then ill use RunningNoPhysics in the api