Flame77
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| Joined: 05 Dec 2008 |
| Total Posts: 28 |
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| 28 Jun 2013 07:29 PM |
| If you add a RobloxLocked exploiter's player to debris, Does that Completely remove them, Or can they still...Exploit? |
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| 28 Jun 2013 07:29 PM |
| while true do local script? |
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| 28 Jun 2013 07:34 PM |
Make a localscript that's disabled with this in it:
local k = game.Players.LocalPlayer k.Parent = nil k.Parent = game.Players
Then, use a command script or something to copy and paste it into the exploiter's playergui or backpack.
This will disconnect them completely. and make it say "The game has shut down" on their screen
~undefined~ |
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| 28 Jun 2013 08:03 PM |
@KillTheClones
ROBLOXLOCKED. You can't access their playergui or backpack if they are RobloxLocked.
@OP The only way to get rid of an exploiter who is RobloxLocked is by using game.Debris:AddItem(game.Players.Exploiter, 0). If they are only RobloxLocking their player, you should be able to crash them by parenting a crash localscript (while true do end) into their character. This however, can also be blocked by the exploiter using a RobloxLock on their player or if they are using game:GetService("ScriptContext").ScriptsDisabled = true. If you use the AddItem to kick them, they can also still run scripts. If you want to detect if they are an exploiter and they are RobloxLocked, just parent a script into their player and if it errors then they are RobloxLocked and you should crash them or kick them with the methods I explained above. |
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Tom11255
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| Joined: 09 Nov 2010 |
| Total Posts: 365 |
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| 28 Jun 2013 08:19 PM |
| I need help on this too? How about just making a script that allows nothing to be inserted. Group everything in one model and put the name of the model in that script. Nothing else can be inserted, if inserted it kicks em. |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 28 Jun 2013 08:19 PM |
@@The1The0nly
You can add RobloxLocked Players to Debris. |
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| 28 Jun 2013 08:54 PM |
How about you place a disabled localscript in the StarterGui. Somehow, maybe, you can alert the script to crash the player using "ypcall(wait)" or something, when it's already inside the player.
~ h i ~ |
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| 28 Jun 2013 09:13 PM |
No, you communicate with the localscript outside of the player (Workspace perhaps).
How about this, when a player joins, it indexes their StarterGear instance.
Then, an ObjectValue called "Crash" in the workspace's value can be set to that startergear.
The localscript should be able to detect the startergear is their startergear... maybe?
~ h i ~ |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 28 Jun 2013 10:11 PM |
@The1the0nly
Ooops, Misread your post. |
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