Iām gonna be honest here, client sided anticheats are really useful. It can block basic exploiters and people who donāt know what theyāre doing (most exploiters) and work with a server anticheat as backup even if they know how to delete/hook.
Conclusion: Client anticheats should be used to block out most exploiters that donāt know what they are doing and mainly copy scripts, but ONLY when backed by a server anticheat for maximum effect. Just being bypassable isnāt an issue since a majority of exploiters donāt know how to do that.
Iāve taken some time to reflect on what youāve posted here.
Oh boy, there is so much wrong with this, from barely legible code toā¦ ai? im pretty sure that breaks ToS, considering youre trying to charge money for this.
give me 150 robux and ill make something infinitely more useful than this rubbish.
Clarifying on this, it more of uses string.find(), nothing less nothing more. On top of that, it does not guarantee the features every decently aight admin modules provides, extra, dynamic arguments and multi-invocation of commands to say.
Doing this will prevent players with high ping from even playing, as just from jumping from a height of 10 studs is more than enough to kick players with pings of 1.4k-3k unless the threshold can be modified.
Adding to the fact that if this does recompense players by checking their ping, the server wont know until the playerās ping returned to normal since remote packets are delayed for the duration.
local function isPlayerInAir(player) -- connect to loop
local profile = profiles[player]
if profile.hrp then
if profile.lastping > 999 then
return false
end
if profile.flight.timeSpent > 200 then
player:Kick("haxor")
return true
elseif profile.hum:GetState() == Enum.HumanoidStateType.Falling or not isOnGround() then
profile.flight.timeSpent += 1
end
end
end
Unless if applied correctly. Client anti-cheats can be used to prevent bug abusers and slow down the progress of an exploit but not completely. Server anti-cheats does that but in a delayed and constrained form of action.
You can still do that against bug/glitch abusers.
Glitching or abusing bugs can be considered as an exploit as your exploiting a vulnerability within the experience. (Like how executors exploit a vulnerability/loophole of a game, ie resource and memory.)
Edit:
In addition, if both client and server anti-cheats are implemented in a proper form, they will work in unison and thwart majority of skids, however, against experienced exploiters, itās all the server anti-cheatās work.
Basically, any form of security or protection is beneficialāin any way or form within cybersecurity.
I think this personās iffy resources, their topics, and especially @Vannirisās replies are hilarious! Iād like if WHYI_MFAT continued āreleasingā stuff only to scrap it after receiving criticism, just so Vanni can review the source code.
(Also, an earlier post in this topic about āhorizonal flightā was so funny.)