I have no server-side scripts which touch/modify the humanoid name, so I don’t think it is a remote event/function issue (unless you can pass a function through a remote? But then again, I don’t call anything passed through a remote…)
I want to be able to stop these offensive humnaoid character name changes from happening.
So far I have gone into studio as a test mode, and from the client-side, tried changing the name property of the character from the player object and character, however I am as expected blocked.
13:42:43.97 7 - The current identity (0) cannot set a Character’s name (lacking permission 4)
13:43:03.142 - The current identity (0) cannot set a Player’s display name (lacking permission 4)
13:43:08.540 - The current identity (0) cannot set a Player’s name (lacking permission 4)
13:43:21.708 - The current identity (0) cannot set a Player’s ID (lacking permission 4)
I’m hoping someone else might have experience with this and can advise what the root cause is, I’ve tried searching on the forums and google, but can’t find anything. Maybe I’m not using the right keywords. “Humanoid name hack” and variants is my main search basis but can’t find anything related
The Name property of a humanoid doesn’t have the “notreplicated” tag. This means that you can listen for property changes for name on the server, and kick the player if they change the name of their humanoid.
I don’t know what the hack is so do not have enough details to report. I’m kinda guessing it is something to do with client replication like with hat dropping/part spamming?
You’re gonna have to do some server sided stuff for this.
I think you can put a server script in StarterCharacterScripts, and detect when the name of the character was changed. When it’s changed, you can revert the name to the original one.
local name = script.Parent.Name
script.Parent:GetPropertyChangedSignal("Name"):Connect(function()
if script.Parent.Name ~= name then
script.Parent.Name = name
end
end)
to the OP: If you’re sure that you’re not changing the name of the humanoid yourself, then you can kick/ban the exploiter for changing the name of their humanoid.
I recommend avoiding the punishment of kicking exploiters, because what if the anti exploit fails? You can simply protect things and the exploiter can do no harm. Only kick if your anti exploit is 100% working.
I agree, that’s why I included this portion. If the anticheat is for something like speed hacks, you can never be sure if they’re actually modifying their walkspeed so you shouldn’t kick them.
However, for things like this where there’s a definite way to detect it and you’re sure you didn’t change it yourself (meaning the exploiter did it) then it’s still safe to kick them before they do any more harm.
I feel you are being a little patronising in that case. Why should I trust your advice if you haven’t experienced or at least dealt with it? I could just be adding unnecessary code into my game if it doesn’t resolve it (and I’d have my own way of implementing it hence I was specifically asking for the root cause of the issue…).