Very simple anti speedhacks in serverside

I am not sure there is a way to bypass thi- wait a minute…

You can bypass this by resetting.

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Yea I know, I was just showing @imwatchingyou_haha1

Yep, I believe this happens because when you press space before hitting the tire, you first off jump, then get put inside the chair which makes you jump again. It makes your jump power almost double which increases your walk speed.

By resetting… oh I could’ve made it connect function. Thanks for pointing that out I’m an idiot.

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local players = game:GetService("Players")

players.PlayerAdded:Connect(function(plr)
	plr.CharacterAdded:Connect(function(chr)
		local ismoving = false
		local hum = chr:WaitForChild("Humanoid")
		local root = chr:WaitForChild("HumanoidRootPart")
		local lastpos = root.Position
		local triggers = 0
		hum.Running:Connect(function(speed)
			if speed >= 1 then
				ismoving = true
				while ismoving and not hum.Sit do
					task.wait(1)
					if plr:DistanceFromCharacter(Vector3.new(lastpos.X,root.Position.Y,lastpos.Z)) >= hum.WalkSpeed + 5 then
						triggers += 1
						if triggers > 2 then
							root.Anchored = true 
							chr:PivotTo(CFrame.new(lastpos))
							task.delay(1,function()
								root.Anchored = false
							end)
						end
					end
					lastpos = root.Position
				end
				sat = false
			else
				triggers = 0
				ismoving = false
			end
		end)
	end)
end)

Just made this and tested it, it works well and combines magnitude and humanoid.Running

As far as I know, it doesn’t get false positives for sitting.

Edit: fixed the y detection

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To be honest, you could just do a .Magnitude system but just not count in the y axis, basically leaving it as 0, which would get rid of most of the false kicking from a .Magnitude-based anti-speedhack.

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very cool! That’s cool.

However does it false detect you if you fall off a tall building

That’s also good, but this was meant to be simple. So ofcourse I had to come up with something simple

Just check the magnitude from the player to the floor?

Ok good idea, all of your solutions are cool.

The script would work. Although it would stop when the humanoid sit’s down.
Also, it will not stop if the humanoid resets which could be quite bad for performance on bigger servers.

You would simply be using more performance for no reason.
.Magnitude already does the job of .Running and does it significantly better, I don’t see any possible reason to use this system as the scripting isn’t even that simple compared to a basic magnitude-based anti-speedhack, and would also work for teleports, which is something .Running completely ignores.