This project will be discontinued after a year or so, you can still contribute on github if you’d like too.
THIS ANTI-EXPLOIT CAN BE BYPASSED BY HOOKMETAMETHOD & MANY MORE METHOD’S OUT THERE! (Except you can’t do anti-client-kick)
NOTE 2: About my other Anti exploit called ‘AXED’, it was being hatred, because how bad it was, so I re-made AXED Into a brand new name & fixed a lot of bugs.
NOTE: The ‘StudioCity’ name is trash, I know. Sorry about that.
What does this support?
AntiExecution (via messageout)
Anti John Doe SS (PlayerGui detection, group detection) (soon)
And many more (it should detect more stuff b/c of antiexecution, via messageout), also should be easy to bypass.
Q: Is this like the last time of AXED? No, as kikrot22 said it kicks you when inserting other scripts (i’ve already fixed that issue), if it is doing it again, PLEASE LETM EK NOW!
About the Anti Cheat
I’ve started to open source StudioCity’s anti exploit, because I was bored. I made this in such a short time, was pretty fun to make.
Don’t use this “anti-exploit” if you don’t want your players to be kicked for nothing.
Kicks player when any child is removed from the humanoid:
Do I even need to comment this?
The “Synapse X detection”:
Kicks player when anything is printed in the output on the server (why…):
This is not just useless, but it will kick every single player from the server if one of your server scripts prints, warns or errors. It does more harm than good and should not exist as a “community resource”.
its not a very good idea to do anti-cheat on client side as it can all be bypassed by hooking the kick method so that the player wont be kicked. keep trying tho, just keep that in mind if you try re-write it.
This is by far one of the worst implementations of an anti cheat I have ever seen, and that says something; I am not saying this to be unhelpful, rather I am saying that the ‘anti cheat’ does not do what it is advertised as doing.
It will kick every player with its current scripting who has an error or warning, adds a LocalScript for some reason, even though most exploiters use CoreUI which cannot be detected. Overall, quite frankly, this post does not belong in community resources as it is extremely low-quality.
The 3rd one will probably cause a memory leak too. Those connections do not at all get disconnected when a player leaves. Meaning that your game server will soon self destruct when enough players join and enough connections are made to that event.