Technically if someone wanted to, they could keep the walkspeed exploited every frame and would still move at the same speed. That’s why I would recommend doing it on a render step.
Or you just kick them, as that works too.
Technically if someone wanted to, they could keep the walkspeed exploited every frame and would still move at the same speed. That’s why I would recommend doing it on a render step.
Or you just kick them, as that works too.
Kicking suspected speed hackers is dangerous, there’s a lot of false positives you won’t consider or may calculate improperly (flinging, lagging, etc). Generally, just put them back.
Does walkspeed change when people are flinged? I was planning on just monitoring WalkSpeed and if it’s done more than 5 times they get kicked / banned.
My bad, thought you were talking about the advanced velocity checks. If WalkSpeed ever changes, just ban them and crash them. No need for a five strike system.
This is, of course, only viable in a client side check. Make sure also to check if whatever remote event bans them exists, so they can’t delete the event to prevent punishment.
Wait, can’t you check serverside since humanoid / walkspeed replicates?
Or am I mistaken
Properties on a Humanoid don’t replicate. The character is what replicates. When you change properties like WalkSpeed and JumpPower on the client, they don’t replicate, but when the player starts moving and jumping the movement is what replicates.
WalkSpeed does not actually replicate to the server.
Rather, if your walkspeed changes on your character, YOU will move faster. YOUR POSITION replicates.
This is why you can still change walkspeed even with FE, because you are moving your character’s position quicker.
op rip my previous anti-exploit script