How would i make an anti jumphack exploit?

That’s not what I’m saying. You’d need to make comparisons every X amount of time to its previous value, not add a height limit. If you have teleport scripts to a place higher, then you’d have to add a bypass, such as a Boolean deciding if the player is currently teleporting or not, to stop the script from returning a false-positive.

Ok I get it. But it would require for it to fire so fast and would cause server ping, because if your jumppower is 100 you get down quickly

Not necessarily, you could just detect when the player’s position has changed. It’s certainly not the most efficient way but it should be fine depending on your intended server sizes:

Also, even if they do get down quickly, then what are they even achieving? It’d still be detected if they didn’t go back down to their original position, therefore the script would still be useful if not firing 100 times a second.

Okay wait, I already found a solution from your solution, I can just use him.Jumped so I don’t need to fire 100 times a second. Thanks for the help.

No! Look, if a player in Bloxburg is building, the hacker killed him, boom, progress lost. That’s the problem. Same with the case in many games

bro my game detects if player died soo

You can simply check if the humanoid’s health isn’t at 0.

if player.Character.Humanoid.Health > 0 then