i think when player kill the mob we will make a new value like
local a = Instance.new("NumberValue",plr.Folder_Check)
a.Name = "FirstTimeKill"
a.Value = (plr.Character.Head.Position - mob.Head.Position).Magnitude
the next kill
if plr.Folder:FindFirstChild("FirstTimeKill") then
local a = Instance.new("NumberValue",plr.Folder_Check)
a.Name = "Second"
a.Value = (plr.Character.Head.Position - mob.Head.Position).Magnitude
if plr.Folder.FirstTimeKill.Value == a.Value
print("Hacker")
end
end
but idk how to make the check if the i think when magnitude changed or … like this
pls help
If I am understanding correctly, the issue is that exploiters are teleporting to mobs to kill them?
You could try a server sided anticheat like BoboFighter which was made by @SilentsReplacement, or the anticheat I wrote from Hexolus which is what BoboFighter was based on.
If you search for “Hexolus anticheat” you’ll find it if you want to view it’s source and see how it works a little, but it’s a outdated now and I’m not able to work on it currently. A replacement project is slowly being worked on, but, you’d probably have better luck using BoboFighter.
I believe BoboFighter is designed like my anticheat where it won’t ban or kick players, instead it will just prevent them from doing bad movements, like walking too fast, or teleporting faster than their actual movement speed. I know both work on each frame so there is no way for exploiters’ movements to not get tracked. I’d definitely recommend taking a look at BoboFighter.
You could also check every second if the player has moved further than humanoid.WalkSpeed, and if they have teleport them back to their last position. That’s the easiest way to stop exploiters from teleporting, it’s the way the two anticheats above kinda work but they do a lot more complex checks and lag adjustment and things.
I’m using your Hexolus anticheat
But Hexolus only anti teleport - walk speed and more
Because my game need to teleport plr then i disable anti teleport
Now I’m thinking to make a new anti auto farm but idk how to describe it
This is only check 2 time plr first kill and second kill and plr will get ban sometime if they don’t hack
Or the plr using the script that change magnitude so they can bypass this script
My anticheat listens for when you set CFrame on the server, so if you set it on the server it will update the player’s position in the anticheat. If you teleport players, you should set CFrame on the server and you won’t have any issues. (E.g. HumanoidRootPart.CFrame = CFrame.new(position))
I’m not sure how the auto farm hack you’re trying to stop actually works, so I’m not sure what a good way to solve it might be. Can you try and explain what it does?
That’s not exactly useful when autofarming in most cases.
But if you really want to patch that then do magnitude checks on the server, NOT the client (exploits offer higher identity access)
I am confused. You are acting like I ever mentioned doing checks on the client when I didn’t.
Also, while it may not be useful it depends on how a game is set up. For example, if the remote events aren’t protected and preventative measure put in place then teleporting while also firing a remote event can be very useful to exploiters, as it may allow them to do damage to a mob or player while teleporting around it so it can’t damage them. Or, if the mob or other player can’t damage the exploiter back then they could still abuse this to wrack up massive earnings by teleporting to individual mobs and damaging and doing this repeatedly.