I am not sure there is a way to bypass thi- wait a minute…
…
You can bypass this by resetting.
I am not sure there is a way to bypass thi- wait a minute…
…
You can bypass this by resetting.
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.
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
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.
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.