Okay, the title is a bit confusing. For context, I am planning on making an anti-cheat. However, what I want to do is sometimes have the server send an event to a player to do a check, and the local script in question will have to answer, this local script also has the cheats detection. But the issue is that exploiters could just delete the original script and have a new one that will always tell the server no matter what ‘yea, nothings going on’. So I thought that the moment a player joins, the local script sends its own ID and the server will remember it. Each time the server asks for feedback, the local script will give it BUT also give its unique ID, the server then checks if the IDs match and if not, bans the player. I tried using :GetDebugId() but that only works for plug-ins and stuff. Could anybody help with that?
Relying on client-side scripts for anti-cheat measures isn’t effective, as exploiters can easily modify or remove them. Instead, focus on server-side checks to monitor and validate player actions. This approach ensures that any unauthorized behavior is detected and handled appropriately.
For example, you can implement server-side scripts that monitor player behaviors like movement speed, actions, and game state changes. By validating these actions on the server, you can detect anomalies that may indicate cheating.
alr, thanks a lot! I was wanting to have 2 anti cheats, actually lol… One on the client being this one and another one on the server, on the server there would be speed checks and on the client there would be other checks such as “can the play have this block?”, like stuff the server cannot check
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