Ah, it seems I missed that piece of code then apologies.
As for this, I’ve created a speed detection based off velocity and other properties that are overlooked. Ill look around and see if I can find it again, as for the false positives. There will always be false positives, I recommend if you haven’t already create a flag system that punishes users depending on the amount of flags they’ve received within a certain time frame. Also as this is being advertised as a universal anti cheat you can then allow the end user to decide how much movement is within the game and flag accordingly. That way people get the best performance out of it whilst minimizing the amount of flags.
Uh, my entire game stopped working when I put your script, I think it was because of this
I know I can just use :GetService() on my scripts instead of game.Players and that things, but you should add a option on coonfigurations to disable that to don’t break games that doesn’t use Get Service to get to Players/ReplicatedStorage and that.
you should probably delete that last part of what you said because no matter what the reason is you’ll get banned anyway
seriously though just get some kind of ingame gui that executes things through the client and bam, it’s just like an exploit without actually breaking the tos. stop exploiting.
I hate when people say “use a in game gui = exploit” as it shows how ignorant they are of the subject
In a nutshell, exploits run at a higher security level than any script that a developer can create, hence testing popular exploits for your game that most likely use things that only high security level things can access (+custom functions that an exploit can provide) won’t work
This method is no longer working, and you shouldn’t be checking the core GUI or any other services set to RBXScriptSecurity in this way. They are going to break and also break your anti-exploit.
Plus, there’s no GitHub repo so we can’t even check the source…
Hate it all you want, but it’s true. Sure some features will be missing like dOwNlOaDiNg gAmEs, but it gets the job done. It executes code in the client.
What else do you recommend? Buying an exploit and break the TOS risking to get banned? Just stick to the safer method that gets. the. job. done. no matter if it has less or more features than the real thing.
Hooking functions, accessing protected services, accessing protected methods, etc. A local script can’t do any of this, hence why an exploit would be required
Again, as I mentioned, sure, some things are missing from LocalScripts. Still if you’re just looking to test out the functions of specific things like exploit GUIs for example, just run the code but make it parent the GUI to the PlayerGui instead of the CoreGui, or example.
Now stop talking about how exploits are superior to localscripts because we get it, but we’re not going to buy some random program that breaks the TOS just to test some features, and risk getting banned.
I believe they run at the maximum level which is RobloxScriptSecurity. This level is what protects the CoreGui and other functions such as Player:SetAccountAge()
I kinda doubt they have RobloxScriptSecurity because I think Roblox has some protections on the engine against getting RobloxScriptSecurity as CoreScripts are the only kind of scripts that can execute this of kind code. Also it was mentioned by a staff member in Script RunContext post that the property RunContext can only be changed from studio or plugins as a extra security measure so this is proof that exploiters can’t have that high of a Security Level.