in your checker script. I immediately noticed errors that would break the script; such as
local plr = game:GetService("Players") -- should be the localplayer, not the service
local mouse = plr:GetMouse()
it also relies on server-client communication which exps. can tamper the remote with
if rs.isNoClip:InvokeServer(plr.Character) then
rs.warnings:FireServer("3")
end
-- Fly
if rs.isFlying:InvokeServer(plr.Character) then
rs.warnings:FireServer("4")
end
You know, we learn that in EH (Ethical Hacking) but in my opinion you are not well aware: everything must be tested, from the most basic to the highest in terms of security.
Clientside anticheats are always going to be able to be bypassed one way or another. I don’t understand why people continue to push these when the best thing you can do is just be smart with your remotes and quit relying on client data.
However, an additional anticheat never hurts. If your remotes are sanitized, why would it hurt to have a client-based anticheat alongside your current detections?
Clientside anti cheats aren’t that much of a bad thing. I don’t understand why people think clientside anti cheat shouldn’t exist at all.
They’re capable of detecting some common signs of an exploit loaded, and the average exploiter will have no clue how to magically kill a clientside script with whatever cheap exploit they found in a google search.
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
for _, name in {"aimingAtPlayer", "isFlying", "isHealthHack", "isNoClip", "isSpeedHack", "kick", "warnings"} do
local remote = ReplicatedStorage:FindFirstChild(name)
if remote then remote:Destroy() end
end
local character = game:GetService("Players").LocalPlayer.Character
character.Humanoid.WalkSpeed = 123
--ect.
The only real use case for client side anti cheats being usefull are for those that are impossible to patch from the server like aimbot and such (latency makes it impossible to verify this from the server acurrately)
Asides from those, yeah people need to trusting the client.
Its a waste of time to open that can of worms. Clientside cheat engines will always be able to be stopped, and in my opinion its better to allocate your resources to actually hardening your game, because at that point you don’t need a clientside anticheat.
My reason for disliking executor detections is the fact that they rely on bugs in cheating software or make hacky workarounds that devs often fix fairly quickly, and they are also just like clientside anticheats, where they are able to be bypassed.