The Best Way To Design A PVP Knockback System (?) / How To Deal With Exploiters (?)

I know that there are endless topics about a pvp knockback systems, but there are so many methoods of making a knockback system, that i just cant find the right one for me.

So i’ve made my little research on this, and i think the best options for me are:
1 BodyVelocity
2 AssemblyLinearVelocity
(please let me know if there are better options!)

My requirements: :memo:

I want the knockback to simulate a push.

  1. now BodyVelocity is really good at doing this… but its deprecated (should i even care that it is?), Also i can set it on the server which would make it easier for me to deal with exploiters this way.

  2. I really want to use AssemblyLinearVelocity, but i have little to no experience dealing with exploiters. In fact, I always avoid it as much as possible, and since you cant use it on the server, i would have to do it on the client.
    If I do end up using assembly linear velocity, what would be the most optimal way to deal with exploiters?
    from my current knowledge i would have to:
    -* player hit an enemy * > pass knockback data to the server and check if valid. If valid, send the knockback data to the enemy > make the enemy knockback themselves.

Questions: :question:

but how can i prevent exploiters from simply deleting the script and therefore avoiding knockback??
or just setting the AssemblyLinearVelocity vector strength to a really low number? (i feel like this one is a huge problem, and i have no idea how to solve it!)

And so my final question, which API shuold i use for this system?

it doesnt matter if telling the client to knockback itself is vulnerable because exploiters can control their movement anyways

you should use this system but maybe you could detect hacking if the player is too far away from the point they were supposed to get knocked back to

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