I’m not sure how you would check if the player has changed the jump power but feel free to experiment with the code and make another thread asking for help on how to achieve that!
how would i calculate the jumpheight of the player jump power
I’m not sure but feel free to look around the dev forum and the internet, I’m sure someone has probably asked.
@FerbZides
I’d make it so that there’s a ValueObject inside the humanoid that is created on the server whenever you change the WalkSpeed. Delete it after you check for it. This would prevent the client spoofing the WalkSpeed since instances created on the client doesn’t replicate.
@FracturedSoftware
FloorMaterial doesn’t return as nil when the player isn’t on the ground, it returns as Air.
if Player.Character:FindFirstChildOfClass("Humanoid").FloorMaterial ~= Enum.FloorMaterial.Air then
Also, don’t kick for something like this. Think about players with slow connections, just make them rubberband which seems to be the optimal solution. Most games do stuff like this to counteract teleportation with slow connections.
Player.Character:FindFirstChildWhichIsA("Humanoid").RootPart.CFrame = CFrame.new(LastData[Player.UserId].Position)
@FerbZides
Here’s the optimal script:
local LastData = {}
while wait(1) do
for _, Player in pairs(game:GetService("Players"):GetPlayers()) do
if Player.Character then
if Player.Character:FindFirstChildOfClass("Humanoid") and Player.Character:FindFirstChild("HumanoidRootPart") then
if not LastData[Player.UserId] then
LastData[Player.UserId] = {
CFrame = Player.Character.HumanoidRootPart.CFrame,
Tick = tick(),
}
end
if (LastData[Player.UserId].Position - Player.Character.HumanoidRootPart.Position).Magnitude > Player.Character:FindFirstChildOfClass("Humanoid").WalkSpeed + 1 * (tick() - LastData[Player.UserId].Tick) then
Player.Character:FindFirstChildWhichIsA("Humanoid").RootPart.CFrame = LastData[Player.UserId].CFrame
else
LastData[Player.UserId] = {
CFrame = Player.Character.HumanoidRootPart.CFrame,
Tick = tick(),
}
end
end
end
end
end
It prevents, JumpPower, Flying and WalkSpeed.
Any exploiter could easily delete the Anti-Exploit Script since it is on the Client.
@EpicVault
False, his anti-exploit is serversided, therefore there is no way for them to delete it. Even if they deleted the ModuleScript, it would still exist on the server because it wouldn’t replicate.
Anything in StarterCharacterScripts can be deleted by the client since they’ll be descendants of the character which the player has full control of.
You won’t really succeed attempting to kick the player from the client.
Kick them from the server as they can just cancel the kick packet being sent to them.
To reference the player, do:
local Players = game:GetService('Players')
local Player = Players.LocalPlayer
And now, for the actual part:
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild('Humanoid')
Humanoid:GetPropertyChangedSignal('WalkSpeed'):Connect(function()
if Humanoid.WalkSpeed > 16 then
-- Fire a RemoteEvent that tells the server to kick the player.
-- Please note that they can simply remove this localscript, so it's pretty useless in the end.
end
end)
The reason why the server cannot detect this is because the WalkSpeed property does not replicate to the server, only the client can detect this change.
Anywho: Their position is automatically replicated to the server.
If you wanted a anti-teleport system, you can check how fast they are travelling every X seconds on the server.
As an alternative, on the server side you can detect when a player runs using the Humanoid.Running event (Humanoid | Documentation - Roblox Creator Hub). You can read off the speed and kick the player if it surpasses a certain value. This would remove the need to fire a remote event from the client which could be bypassed by exploiters or spoofed.
never use an anti-exploit on client unless you obfuscate it (and even then some good exploiters can still delete that code). Exploiters can easily remove that portion of code. Instead you could use the server and use PropertySignalChanged to determine when their speed changes then set their walkspeed/kick them.
You don’t need to obfuscate it, they can simply decompile it and beautify the code.
You only confuse yourself when doing so.
Also, server cannot detect when their walkspeed is changed since it doesn’t replicate, you should check their position instead as it is automatically replicated to the server.
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
local humanoid = char:WaitForChild("Humanoid")
humanoid.Running:Connect(function(speed)
if speed > 16 then
plr:Kick()
end
end
end
end
Haven’t tested this, but it should work as long as there aren’t specific instances in your game where the speed of a player should surpass 16.
anything related to the client wont actually replicate to the server so if the client tries to delete it or decompile it still wouldnt work bc its a server script not a local script
if list.walkspeed is some sort of value then you need to check List.Walkspeed.Value.
its inside a table its a variable not a base value
False. Read this.
https://devforum.roblox.com/t/post-undocumented-client-server-replication-behaviors-here/475432
oh ok then ill just make it server sided where they cant access it
Most changes made on the client do not replicate to other clients.
See: Roblox Client-Server Model
You will need to send data from the client to the server or kick the player from the client, neither of which can be fully secured.
That’s not true, it still wouldn’t replicate since it’s a server side script.
Read the thread I’ve linked in my last reply please.
Can destroy descendants of the player’s character model , including individual server scripts, textures, and joints!