I mean it’s not like I am stealing the IP or anything! synapse is making the IP public not me! And Roblox does not print IP’s so it shouldn’t unfairly ban someone!
Wait, I’m wondering, could you show what you mean by their ip getting printed? I don’t need to see the person’s ip, I’m just wondering. I’ve never heard of this before.
However if the IP is being printed by the backdoor/exploit then can you really consider that information to be reliable in identifying the exploter?
Basically if you watch a tutorial on how to exploit, when you inject a script it says synapse is executed! And with wearedevs it prints “You are using wearedevs API exploiters successfully injected”
Yeah, but it prints that for the client. So even if the exploit were to print the exploit user’s ip, it would be client-sided therefore you couldn’t see it.
I don’t think you can see that. Usually that message runs client side.
Also, ip-banning even with the player’s ip wouldn’t really be possible since Roblox Studio doesn’t really support those kinds of stuff. Roblox doesn’t really have something like if Player.IPAdress == (Ip Address Here) then...
Regardless of whether the person is cheating, collecting and storing a player’s IP address is a violation of privacy, and can get Roblox (and/or you) in trouble.
It prints it in the output publicly! It just shows the player they injected it, and then prints it! I’ve seen this in Synapse and WeAreDevs in a remote spy tutorial! It says that Synapse loaded and then says the IP in the output to everybody!
And still im fairly certain that you can not obtain output via a localscript so even if it was a reliable source or an actual thing which happened it would be pretty irrelevant
Can I get a link to this video ? I don’t believe that this happens at all
Again like I said I am not taking the users IP! Synapse the exploit itself is printing the players IP address. The dev in no way is printing the IP!
This is printing client side you wouldn’t be able to see that.
No, the output is client-sided. Filtering Enabled stops and limits the player’s/exploit user’s abilities. The only person that can see the output server-sidedly is the owner, but even they can’t see another client’s output.
It doesn’t matter who is printing it. You shouldn’t be using peoples’ IP addresses for anything.
proof!
Yes, that’s client sided. (30 Characterssss)
if syn then
game:GetService(“Players”).LocalPlayer:Kick()
end
(does not patch synapse, you can’t patch it but you can add checks on the server to prevent stuff)
All I see is RemoteSpy, “Done” being printed multiple times and a random string of a script name. I’m not sure where the IP is at? Then again, the executor is being done on the client-side.
That doesn’t show any IP address and that is very outdated from what I am seeing.