Hello forum, I am currently making an anti exploit for personal use, So i got the anti speed working as it should but the Jumppower exploit, i have no idea how to implement it. So how should i start?
You could keep track of the players altitude on the server and if it goes above a certain height they are most likely exploiting
What if the player is falling off a building?
I would check for the Y position of the character every few seconds. If it goes beyond a certain POSITIVE value, you kick them. If the value is negative, then they are probably falling, and therefore most likely not cheating.
This is really basic though and would require some more furnishing if you know what I mean.
First of all, check if there are bugs inside the game that might be mistaken as a exploit by the plugin.
Something that you can do is use one of those GUI script checker plugins, since most hackers use a external script that shows in the form of a GUI in game.
Server sided, and it works perfectly also it won’t work since my speed check only checks for x and z not y
GUI script checker plugins can be bypassed by the exploiter makers themselves, so I won’t consider this
This is what I’m doing kinda but instead of negative it just minuses the current y with the old y and if it’s above my desired unallowed y then it will teleport them back to old pos
But now what I want is to check if exploiter goes down
Look man, you’ll never be able to exterminate exploitation, I personally suggest you to renforce your data saving system to make sure even there could be hackers in your game nobody will lose any data if they leave the game
I don’t understand, how can hackers hack server side if it’s handled in the server side?
Yes, no anti exploits are unbypassable, but I see it effective.
Also data saving is unrelated; I’m talking about anti exploits here.
I made it, but it dosent work as it should, script
task.spawn(function()
task.wait(2) -- for spawn locations
local currentPos
while true do
currentPos = char.HumanoidRootPart.Position
task.wait(settingsforantiexploit.AntiJumpHackSettings.checktime)
if (Vector3.new(0,char.HumanoidRootPart.Position.Y,0) - Vector3.new(0,currentPos.Y,0)) >= settingsforantiexploit.AntiJumpHackSettings.UnallowedY then
settingsforantiexploit.AntiJumpHackSettings.Punishment(char,currentPos)
end
end
end)
Saving data is indeed very important. If somebody hacks the game, the most important thing that you’ll want to protect is the player’s data.
You can already do that by leaving? It’s notlike the exploiter can modify players data
Look, exploiters can kill you in certain games that cause the player to lose data. For example Da Hood or other city games. You’d want to keep that.
Yeah but if they play with killing other players that could cause serious data problems, for example resetting the player’s cash etc
That’s why the player’s data should be stored in somewhere safer ASAP
Wouldn’t an client-side anti-cheat be kinda useless
My game is not da hood lmao. Just stop, Client sided exploits can’t access datastore, I literally tried it with knrl it dosent work.
Pointless trying to make client-sided Anti-Cheats as they will always be able to be bypassed. For the jump-power, I’d recommend making a server-script which detects if their HRP’s Y value changes by an unachievable amount (increments only) in X amount of time.
My anti cheat is serversided and does not depend on client at all. But if I check if it’s in an unacceptable Y I won’t be able to be on tall buildings. Thus it won’t be working well because the exploiter could make their jumppower high but below the y amount.