New FE-bypassing teleport exploit

for i,v in pairs(game.Players:GetChildren()) do 
local Target = v.Name
local R_C = Instance.new("BallSocketConstraint")
R_C.Parent = game.Players.LocalPlayer.Character.HumanoidRootPart
local hah = Instance.new("Attachment")
hah.Parent = game.Players[Target].Character.HumanoidRootPart
local hah2 = Instance.new("Attachment")
hah2.Parent = game.Players.LocalPlayer.Character.HumanoidRootPart
R_C.Attachment0 = hah
R_C.Attachment1 = hah2
R_C.Visible = false
wait(0.1)
end

Will release my own temporary patch soon.

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can you send me info on your patch method?

Sure. It isn’t exactly anything more complex than testing if there is a ball socket constraint in the users’ character.

local Player = game:GetService('Players').LocalPlayer
local Character = Player.Character
Character:WaitForChild('HumanoidRootPart').ChildAdded:connect(function(Child)
	if Child:IsA('BallSocketConstraint') then
		Player:Kick('No thanks')
	end
end)

Works well enough for me - I’m working on something a bit more complex
(this needs to be done clientside)

I’d appreciate it if replication was turned off for constaint attached parts that isn’t network owned by the player (or, especially owned by other players!)

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