You haven’t finished anti fly, you still have to implement descending movement tolerance and capping.
I’ve done a lot of changes to my anticheat.
- Support for parts with .Touched, and click detectors (Wont activate if teleported to)
- added anti-teleport
- kicking players messing with their character (Dying from being deleted wont trip this)
- Players will now be kicked if any values are too extreme
- Players will also be kicked for no-clipping too often
This is already supported. If you were being punished from falling please lmk
I don’t see how different walkspeeds will effect this. Although, there has been a problem brought up about the player is still able to go through walls for a small amount of time/teleport somewhere for a small amount of time before being punished. I’ve adding kicking for tripping certain things too often or extreme values like teleporting which should fix this issue.
This will now kick you since it makes the speed heat go to an extreme value when teleporting.
I added an attribute under the player called “LastValidPosition” which is the last position that the sleep step and other checks verified. This means if you, for example, touch a part and it detects it, it can do an extra magnitude check from the players last valid position to it. This does mean there may be a slight delay from when you touch the part and it verifys it but I couldn’t think of a better solution and this shouldnt be too noticable.
Let me know any more feedback!