It is all in the title.
It would be perfekt to compare and detect hacker scripts while gameplay.
Yes, just use script.Source.
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No.
No.
Oh I thought he said with plugins.
Exploits are not localscripts. If you can fire a remote on the client to gain an advantage, you’ve programmed your game wrong.
script.Source, when running on a live server, will not be the code that was typed in from the original developer, instead it will be encoded into a bytecode of sorts.
For all intensive purposes, this is impossible to read unless you know what you’re doing.
Incorrect. Bytecode is created from the Source, but doesn’t replace it in case Roblox wants the Source to be recompiled with a new bytecode format due to an update.
ProtectedString will be sent to a client under PROP 29, which means its only available as bytecode.
The client will NEVER see raw source code since the Roblox client itself does not have a compiler built into it.
The RBXL file itself will save it as a string, however, before the client ever sees it, it was already compiled by their servers
There is no point giving regular context scripts, especially client ones, access to this property since all you’ll get back is Luau bytecode.
what about command bar lol
print(script.Source)
done
Nope, if you’re in Studio it’s probably possible, but in game, it is not possible due to permission reasons.
just use print(variable moment)
btw by variable moment i mean variable of the script like just setting variable as the entire code and just putting it in print() remmember to not add speech marks as it will print the variable name itself not the variable
You can’t and it wouldn’t help you detect hackers anyway. As a player you have complete control of the client, without Roblox implementing a anticheat this will always be the case. Hackers will always beat a client side anti-cheat check. Ask for their source code and they can just send you the old copy before editing it.