Is it possible to monitor player movement changes under these conditions?

For my game, I want there to be no way for any player through exploiting to move while on the title screen. If they end up in the map while a round is happening, they could allow others to farm them for undeserved kills.

To prevent this, my plan is to set their walk speed and jump power to zero when they join the game, and if any property of the humanoid is changed, kick the player. I also do not want exploiters to simply change their position, so I will anchor their root part so that other players in the lobby can’t move them and get them kicked and constantly check if their position is changed.

The issue with this is, I’ve found out that the server cannot actually see when the walk speed of the client is changed. I’ve tested it multiple times, and it simply won’t update on the server or kick the player—the player with a changed walk speed is free to walk anywhere.

What other options do I have?

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Just limit where the character is allowed to be at different phases of the game. If they are in the game while they’re supposed to be seeing the title screen that’s already wrong and you can kick them. You don’t need the other methods as far as I can tell.

Just don’t load their player character while they’re in the main menu?

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Yeah, someone recommended to me that I simply shut off CharacterAutoLoads which works efficiently :+1:t5:

Because the Gui is in StarterGui and loading the character will load the Gui, I had to place the ScreenGui under the script so that it wouldn’t load twice.

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