I wish I could provide more information but exploiters (on filtering enabled games) are able to weld other players to their character and can adjust the C1 and C0 of these welds to instakill other players (setting the C1 to something like CFrame.new(0,-1000,0).
This can also be used to teleport to players or teleport players to you, and I’m sure it can do other annoying things as well.
I’m not sure of any temporary patches I could add to my game other than making a localscript search for welds on a loop but that still sounds unreliable.
Could you use DescendantAdded under the character to look for welds that are not whitelisted? Better than a loop.
Edit: For example you could have:
[code]local player = game.Players.LocalPlayer
local Character = player.Character
Character.DescendantAdded:connect(function(child)
if child:IsA(“JointInstance”) then
local player0 = game.Players:GetPlayerFromCharacter(child.Part0.Parent)
local player1 = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
if player0 and player1 and player0 ~= player1 then
– this is a weld between two different Players
end
end
end)
Are you sure this is due to Welds vs some other mechanism? There are some other known methods that do a similar thing. There should be a patch in place for these in the next release.
My friend sent me the code that they run to perform the exploit (via dll injected command bar or something of the sort) and it was really just creating a weld between to players and offsetting the target to below the line that destroys parts in the workspace.
Sorry for the disorienting position, wanted to capture the killfeed because what happens on any other part of the screen would be irrelevant. I also press Tab a lot when playing, apparently.
It was xdaDev doing this, he was still able to teleport behind people, and because I was still able to kill him he started doing this.
I was just shown in an FE game that this exploit works.
game.Players.LocalPlayer:GetMouse().Button1Down:connect(function()
local Mouse = game.Players.LocalPlayer:GetMouse()
if Mouse.Target and Mouse.Target.Parent:IsA('Model') then
game.Players[Mouse.Target.Parent.Name]:Move(Vector3.new(math.huge,math.huge,math.huge))
end
end)