There’s an exploit script where the player can utilise replication lag to make players on their screen freeze/lag but on other peoples screen, the exploiter is not lagging. Trying to create a patch/detection for this but ran into some issues. This is really annoying and even game breaking for sword tech games because exploiters can reach people from far distances without even lagging on anyones screen.
This is the exploit script
local a = false;
local b = settings();
game:GetService("UserInputService").InputEnded:connect(function(i)
if i.KeyCode == Enum.KeyCode.F3 then
a = not a;
b.Network.IncomingReplicationLag = a and 1000 or 0;
end
end)
This was my local script in StarterCharacterScripts
- abc is where i send a webhook to a discord channel to log the change with a proxy
- def is just a print
local network = settings().Network
local rLag = network.IncomingReplicationLag
while wait(5) do
if rLag > 1 then
-- abc
else
-- def
end
end
Looked through the forum and devhub for any help/fixes but nothing related to this, also the script I have is in the StarterCharacterScripts section as a LocalScript, but I encountered the same error when just trying to access settings().Network via a ServerScript.
The error code I’m receiving is:
The current identity (2) cannot settings() (lacking permission 1)