The client is in control on localscripts, which means they can just stop it from running (or never run certain parts of it) and make the server think it still is because the server needs to ask the client.
The client can stop replicating data of it’s own accord.
This is apparently really easy to do with function hooking, where everytime the localscript tries to call a function, the call gets redirected to one the exploiter defined.
The server sends the client the localscripts data, so the client doesn’t know any localscripts exist before the server sends it to it, not to mention players can’t join a server before it’s loaded.
Yes, it is possible, I will not explain how, but I managed to delete the script, even before it is loaded
(or rather literally, as soon as the script is loaded, immediately disable/delete it)
But in my case, the player gets kicked, because every second there is a check if the data was sent. and since the script/event was deleted, the player gets kicked
If it’s the wrong information, the local script can get replaced without the server knowing. The client can never be trusted and I’m not the first to say this nor will I be the last. I’m sorry, but no local script is safe from exploiters.
If you define “replaced” as disabling the original, and sending data by the fake script, then it will work.
And if by replaced to define the removal of the original, and sending data fake, it will not work.
Are you kidding me? why are you telling me this, I already told you about it READ my quote, and don’t tell me again that the script can just be disabled, you’re bored and trolling me?
this won’t work, exploits run on the client and some are explicitly made to bypass all security (eg. synapse X which runs even higher priority then coregui)
you cannot circumvent exploits like this, the only basic thing you can do to protect your game is velocity detectors, checking remote events to see if their actually the correct values, and moderators ofcourse
tl;dr:
it can be bypassed easily. (exploiters can delete the localscript that does this along with the other localscripts, which will only be on their side, not the server, you can’t detect this)
I’m tired of answering people like you, who are too lazy to read and understand how it works. Throw here a video/script, where you very easily bypassed my protection
(of removing the local script without getting kicked out.)
I think you don’t know how roblox studio work
Why use cheats to prove something? Create a local script in the game itself, and show the workaround
Video
I will not answer these silly questions, for the answer to them, I gave 100 times, but you are too lazy to read, you just want something to answer and say: “It does not work”
And prove that the protection does not work you are not able to
This is a pretty clever approach, I like it. I think the best way to bypass it is to edit the local script, which is possible but not easy. This is the sort of thing hackers outside of Roblox do all the time, finding a single string of bytecode that detects hacking and disabling it. It’s not as easy when it’s Lua based unless the hacker has experience with how Lua is integrated into systems. I honestly don’t think anyone will take the time. Most likely they’ll work on easier hacks and ones your script won’t detect, such as external RemoteEvent handling or finding out if they can increase the range on their gun without you finding out (they can, but not if it’s server verified as well)
That said, I don’t think it’s worth it. Pretty much everything can be fixed with server-sided anti-exploits.