Would client-sided anti-exploit be a layer of protection against newer exploiters?

The title is self-explanatory so please answer the question provided in it

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Doubt it, even those who have one braincell can exploit pretty well.

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Some beginner exploiters abuse something like the properties of the humanoid to change the Walkspeed or jumppower, the client anti-exploit will detect that and ban them immediately

My question is that how much those ‘beginner exploiters’ take up of the total exploiters on Roblox? Is it a large amount? Would scripting the client-side exploit worth it?

Hard to tell, but with all the information on the internet, I doubt there are many “new exploiters.”

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I think all these “new exploiters” are young script kiddies who barely know what they’re executing, and for the people who actually know how to script I think they’re already too advanced for that plus the fact that their code also goes to said script kiddies a lot of the time

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With that being said, scripting a client anti exploit might be a waste of time, thank you for your answer

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Well, it is worth it. Though it’s only so long until the script makers patch it. Invest your time into adding sanity checks on the server. You should check out @5uphi’s video about it, it was a really big help for me and it educated me about some false positives, like exploiters being able to give players negative amounts of currency through a trading remote.

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Most exploiters have no idea what they’re doing, usually trying random stuff from the internet or spam a remote.
Every single banned exploiter is more enjoyable experience for your players so it’s always worth implementing a client-sided anticheat.
If you don’t have much experience with exploits, I don’t recommend you to spend a lot of time writing checks, implement some simple ones.
In general, client-sided anticheats are powerful, not only against “new exploiters”.

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‘Random stuff from the internet’ are mostly made by experienced script makers, so it is a high chance that they are aware of the client anti exploit and delete it, and the exploiters who have no idea what they are doing are often fed with those ‘Random stuff from the internet’.

But I agree with your statement: ‘Every single banned exploiter is more enjoyable experience for your players so it’s always worth implementing a client-sided anticheat.’

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Yes it would, the entire point of a client-sided anti-cheat is so people can’t join your game and do whatever they want

Even though exploiters can just delete your anti exploit, I still think in some way you can still hide your script, maybe like randomly change the script’s parent to a random descendant of StarterGui every frame? Also randomize your script’s name, would it work?

LocalScripts can only run in places where the client has full acess to them
Which means, the exploiter could just set the Scripts’ parent to nil and the script wouldnt work anymore

Randomizing the script’s name doesn’t really do much at all, I’d suggest parenting the script to nil at line 1 and have all anti-cheat scripts in ReplicatedFirst so they start up at runtime

Client anti-exploit faulters as it lacks the permissions that server anti exploits have (Such as Player:Kick()). They also cannot get accurate private data that a server can access

Also, having anti exploit listening 24/7 can cause the client to lose frames, and use client resources.

(Not to mention the exploiter can use clever methods to steal client script code and reverse engineer it into an anti anti exploit)

Clients can still be kicked the problem is that kick can be bypassed so that’s why you do while true do end to crash the client instead

The problem is that while true do end can be bypassed so that’s why you write a custom crash function.

game:GetService("ScriptContext"):SetTimeout(0.5) – Bypasses while crashes

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