hello
, this is a server-side anticheat that reinvents the wheel ,!!!
huge credits to forbiddenj as the core detection logic is derived from his anti-cheat, all default checks were paired up against infinite yield as a form of baseline.
what’s new in 1.0.8
- lag spike detection and mitigation
- animation check more aggressive
- log module now exposes get()
- slight change to setback logic
what this catches
- flight a/b/c/d: sustained airborne time, jump ceiling violations, seated drift, vehicle/seat velocity
- speed: horizontal velocity sustained above threshold (relative velocity is taken into account so to not flag players on moving platforms)
- teleport a/b: single tick jumps and accumulated positional drift
- noclip: raycast through collidable geometry
- fling a/b: consecutive angular and linear velocity spikes
- animation: blacklisted asset ids get stopped and destroyed on play
before you touch anything
- when changing values please multiply them by 1.5 to account for the quirks of roblox replication, e.g: 16 * 1.5 → 24walkspeed
- anti-cheat kicks by default when over a set limit, use your own ban implementation (or robloxs preferably)
- webhook and history module both require their respective services to be enabled to work. (httpservice for webhooks and access to roblox apis for history)
- Flight D is known to be incompatible with flying vehicles of aviation, if your game utilizes them please either disable Flight D or add whitelist support for your vehicles seats using something like attributes
what this isnt
this anti-cheat is not a silver bullet and was built on the premise of weakening cheaters to a point where their advantage is minimal enough that it stops mattering. subtle exploits that stay under threshold won’t be caught and that’s a given.
the right answer for physics-based exploits is roblox’s server-side authority.
adding checks
drop a modulescript into checks/, expose .id, .weight, .new(state), and .check(state, delta).
get it here
Anticheat [1.0.8].rbxm (11.4 KB)