Trying to perfect my stun system

hm, then im unsure what method would be best for preventing exploiters.

In this case, it is very difficult to stop exploiters. The only way that I could think of is:

Another solution to the problem could be adding moderators/admins to the game to manually get rid of exploiters.

wait, how about i make a system to weld the player to a brick so they cant move
edit: i can also check if their movedirection changes while they are stunned.

The client still controls their own physics; this won’t work.

So long as the check is on the server side, then this could work.

oh yeah i can also just check their position

Be careful when checking their position - if you have any animations playing when the player is stunned, it will set off your anti-cheat.

i can check if they move like 1-3 parts away
edit: or even i can create a part that has a magnitude, and then i check if the player moves out

We’re straying pretty far from the original topic - I’d suggest working on your anti-cheat system, finding what works and what doesn’t, then making a new topic looking for feedback and/or help.

1 Like

I have something to add on here. If you’re concerned about possible abuse through the remote function (if you’re even using one that is) you can create a table on the server script that handles the “Parries” or Stun effects.

If the user tries to fire the remote, and their UserId (or name, or whatever you wish to blacklist them by) is present within the table, the server will immediately deny the request. You can take advantage of the Remote Functions rule, “Client scripts will yield until the server returns a result” so you can make a cooldown that way, and remove the cooldown when the server returns the result to the client. Even exploiters are blocked by this, because if they try to spam the remote function, it will do the same as the keybind, making it effectively useless.

You can also make side checks to see if the person is actually using a tool that is allowed for parrying (stunning).

Hope this extra bit of information was insightful.

2 Likes

it’s pretty damn easy to avoid speed and jump manipulator hackers if you use timing conditions, if you ask what are these they are special coupons to avoid false banning a player, you have to create some folders when the player’s walk and jump power are officially negated, these folders will tell the anticheat that it is a game-mechanic and will not ban them

the folders will be deleted shortly after the opponent’s walkspeed and jumppower is back to normal, try to make some adjustments to prevent overlapping which can cause severe issues, hope you understood

bodyposition (although you can’t move in it)

I personally like to make an Accessory Instance on the character and then debris:AddItem(accessory, time), so other scripts can read if the character is stunned and it does not pause the script. If im not mistaken the strongest battlegrounds also uses this method.