How to make a system that detect when exploit execute script?

The issue is getting kicked when you come back?

Currently, this is what was intended to happen. It prevents abuse if it was someone actually exploiting.

So it’s not a time limit, more of a time delay.

However, the real issue is that it doesn’t work.

Read my post again.

First of all, You put the Client script in the wrong location. Second, You aren’t reading my instructions correctly.

It doesn’t go in StarterPlayerScripts. It goes in StarterCharacter

I’m losing my patience.

Read my post again. Look at it very carefully. Do not reply until you have thoroughly looked at my post.

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I don’t see the issue here because it seems like it is working based on your video.

You have not looked at my post.

Look at my post.

Notice how I do not get kicked after changing windows to the Settings application.

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That is what it is supposed to do as of right now. I think we have a misunderstanding.

As soon as you click off of the Roblox Application even though the window is opened you should still get kicked.

The point is that I didn’t get kicked!!! Look at my post!!!

I watched your video over and over again and you still got kicked. Try setting the Delay to 0 and see if it kicks immediately.

I don’t know why people continues to reply to this post. There is no way to know when the client opens an exploit executor.

Some of the ways that people do so is by checking how much memory increased which is totally inaccurate. What if your game creates a bunch of objects rapidly and the memory increase by a bunch? Would you consider this an exploit injection? No.

The only thing you can do at this point is secure your RemoteEvents/RemoteFunctions as well as making an Anti-Exploit for character related exploits like teleporting, speeding, flying, no-clipping, between others.

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I am leaving this discussion if you can’t do me the basic respect of looking at my post.

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The reason you didn’t get kicked was because you destroyed the local script. However, if you delete it while testing it will still kick.

Try removing it while testing.

The purpose of this is for the client side if the client deletes the script not the server.

An exploiter can do the same thing?

This isn’t a problem on my end, it’s a problem on yours.

I’m no longer responding to this conversation.

I see what you are saying and I am trying to provide my advice. However, I currently don’t detect destroyed scripts.

Perhaps set up a password system with your RemoteEvents where if the client doesn’t transmit the correct password they get kicked?

Passwording won’t work and it will easily be bypassed.

I’m not the most knowledgeable about scripting/exploiting, but if you just put an if statement checking for the password and an else statement to kick the player?

Exploiters can see what you send in the remote.

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That’s the second most dumbest thing I’ve heard the server can not magically “override and run the code” that a local script on the client is running, this is just a sad excuse for an “anti exploit”.

yes, its easily bypassed. they can either remote spy or simply copy the key of validation inside localscript.