Zaroenx
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| Joined: 05 Aug 2014 |
| Total Posts: 351 |
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| 31 Aug 2014 07:09 PM |
I need one please, I bet there is none.
~Haters Whisper Your Success~ |
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| 31 Aug 2014 07:12 PM |
| i have one but ur not getting it |
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| 31 Aug 2014 07:13 PM |
while true do ban vermillion = ture end |
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| 31 Aug 2014 07:15 PM |
not tyhat I know of
But you can do checks on .child added into playergui and workspace then make a table of every thing you clone/instance into workspace and playergui
If the name of the item that does not exist in the list then you can remove it
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| 31 Aug 2014 07:22 PM |
good idea legend that is impossible to bypass |
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| 31 Aug 2014 07:30 PM |
items = {"Camera", "Terrain", "Object"} -- Add all items in your game. ws = game.Workspace:getChildren()
function checkforitems() x = 1,3 do -- Change the three to the amount of items in your game. i = 1 do -- We don't need a for statement, now do we? if ws[i] ~= items[x] then ws[i]:destroy() end end end end
coroutine.create(coroutine.resume(function() while true do checkforitems wait(0.1) end end))
-- yay |
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| 31 Aug 2014 07:58 PM |
that is one of the most inefficient scripts i have ever seen its likely ur stupid and trolling |
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| 31 Aug 2014 10:32 PM |
Who, me?
I actually tried, sir. I'm just not a very good scripter, and I found a bug in it, I'll rewrite it tommorow.
-- yay |
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connor954
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| Joined: 24 Jul 2008 |
| Total Posts: 947 |
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| 31 Aug 2014 10:36 PM |
Items = {"Stuff","Stuff"} for i = 1,#Items do end
game.Workspace.DescendantAdded:connect(function(descendant) if descendant ~= Items[i] then descendant:Destroy() end
Just a guess
~My home in the forums is Scripting Helpers...[Twitter: C-RBLX] |
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| 31 Aug 2014 10:40 PM |
Items = {"Camera", "Terrain", "Baseplate", "FixGlitch"} for i = 1,#Items do end
game.Workspace.DescendantAdded:connect(function(descendant) if descendant ~= Items[i] then descendant:Destroy() end
game.Workspace.DescendantRemoved:connect(function(descendant) if descendant == "FixGlitch" then a = script:clone() a.Parent = game.Workspace b = script:clone() b.Parent = game.Workspace -- cloning it twice, to make it harder for exploiters end
-- Name this fixglitch
-- Create two copies of this, so then if an exploiter deletes one, the script will then clone it's self
-- I give credit to the guy who made the script a few posts ago, although this will work well
-- yay |
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sparker22
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| Joined: 11 Mar 2010 |
| Total Posts: 846 |
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| 31 Aug 2014 10:45 PM |
| Your best option would be to use FilteringEnabled. If you don't, then making an anti-exploit script can get very complicated with trying to cover every single scenario. FilteringEnabled stops most exploits. The only ones it doesn't stop are ones that have to do with the roblox character since it still replicates. |
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Text91
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| Joined: 30 Oct 2010 |
| Total Posts: 164 |
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| 31 Aug 2014 10:48 PM |
| ^ wrong it gives u a virus |
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Text91
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| Joined: 30 Oct 2010 |
| Total Posts: 164 |
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| 31 Aug 2014 10:49 PM |
| Stupid roblox and their inability to update these forums |
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| 31 Aug 2014 10:49 PM |
^yup then, custom character woooo |
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| 31 Aug 2014 11:41 PM |
filteringenabled will break your game most of the time
its not that hard to put a print after the removing of the item to see if you removed a item that you needed |
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