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| 01 Oct 2014 06:54 PM |
I've been thinking of the Speed Hackers even though I have not seen one in a long time on a game. But I think a global script for ROBLOX to put in every game created or in the 'Games' section should be enough to stop Speed Hackers from there Cheat Engine and plus. So the script would analyze the speed of everyone knowing we start at '16?' and if that speed is changed it will automatically pick it up and put it to normalize again, making it a looping script. For the games with Speed Add-Ons they should also include in the script a way to edit the script to let the players buy the speed, or have the speed like in Speed Run. This will most likely be able to stop Speed Hackers from speedhacking not in the typing mood so my grammar and word play is off. Have a nice day Citizens of ROBLOX
-TheMurderousPikachu (CoolLyrics) |
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3Dwolf11
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| Joined: 30 Dec 2011 |
| Total Posts: 5904 |
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| 01 Oct 2014 06:57 PM |
if workspace.player.username speed < 20 then remove()
something like ^ |
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jacob726
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| Joined: 24 Jul 2008 |
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| 01 Oct 2014 07:13 PM |
Wouldn't work. As far as I know, speedhacking doesn't change the players actual walkspeed value. Could be wrong, though.
This also could create problems with games that allow the player to increase their speed through some number of ways. For example, in an MMORPG: A higher Agility stat could increase your speed, allowing you to run faster.
The idea of an anti-speedhack script in itself is good, though. Just the specific way of implementation chosen is flawed.
~>http://www.youtube.com/watch?v=jTQXOHkvUS4<~ |
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jacob726
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| Joined: 24 Jul 2008 |
| Total Posts: 10732 |
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| 01 Oct 2014 07:15 PM |
And, this is what happens when we don't read the entire suggestion. May point of "This could cause problems in games with upgradable speed" isn't valid.
~>http://www.youtube.com/watch?v=jTQXOHkvUS4<~ |
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Tenako
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| Joined: 08 Nov 2013 |
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| 01 Oct 2014 07:20 PM |
Cheat Engine will patch it again
"Feel the Bat, Taste the Bat." |
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Devon1985
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| Joined: 11 May 2014 |
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| 01 Oct 2014 07:23 PM |
i thought the date said 01-01-2014... lol'd
~Ness is love, Ness is Life~ |
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jacob726
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| Joined: 24 Jul 2008 |
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| 01 Oct 2014 07:26 PM |
ROBLOX could always add a line to their TOS to say they hold the right to check programs running at the same time as their game or something, that way they can auto-boot those with cheat engine active.
~>http://www.youtube.com/watch?v=jTQXOHkvUS4<~ |
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| 01 Oct 2014 07:30 PM |
while true do time = wait() for i, m in pairs(players) do if ((playerlistoldpositions[i] - m.Character.HumanoidRootPart.Position).Magnitude * time) * 20 then print(hax) end end playerlistoldpositions = {Vector1337.derp()} end |
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M39a9am3R
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| Joined: 10 Nov 2012 |
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| 01 Oct 2014 07:57 PM |
"Wouldn't work. As far as I know, speedhacking doesn't change the players actual walkspeed value. Could be wrong, though."
I believe you are correct, Merely's Anti-Speed hack script, which I witnessed remove a person trying to speed hack in one of my games, uses GetRealFPSPhysics or something along those lines to remove speed hackers. I think if ROBLOX were to have like a Core Local Script to run in the background, then that would remove a good section of speed hackers. If you had the game reduce your walkspeed to 16 then that'd just mess up walkspeed/me/100 or :speed me 100 or other admin command variations. |
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3Dwolf11
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| Joined: 30 Dec 2011 |
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| 02 Oct 2014 05:27 PM |
If I remember right, speeding up animations to a certain speed can increase your speed.
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| 20 Jun 2015 09:38 PM |
[BUMP] ~
Then how can we resolve the issue of speed hackers, no one likes them ruining the games we play. If ROBLOX can read this we can probably join up in this forum to figure a way. As above it'd be a good idea for a instant check of third party programs and having that person on a three day ban notice. |
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| 20 Jun 2015 10:01 PM |
| workspace:GetRealPhysicsFPS() used to be able to determine if someone was speedhacking, but not anymore with the current methods. The only way to determine it now is to monitor their X/Z position delta over certain periods of time and if their velocity (not the property -- how far they have moved) is really really high and they're not in a vehicle then they're speedhacking. |
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| 20 Jun 2015 10:06 PM |
SCRIPTABLEEEE
»»» ...what? i wasn't suppose to say that?? \|/ add 0 posts |
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| 21 Jun 2015 05:36 PM |
@zShadow
FIIIIIIXXXXXABBBBBBLLLEEEEEEEEE
This is an ideal for ROBLOX itself in EVERY game that is admitted, it is loaded with a script that locks itself from being deleted and has it backed up into their database to keep the person from removing it. So basically if a hacker manages to remove it, it will reappear being built into ROBLOX's Gameplay database. I know it is scriptable just that not everyone knows scripting, and not everyone has the time to make one. I'm not talking about my places, I am talking about other's games.
SO REEEEEEEAAAAAAADDDDDD IT CAREFULLLY :D |
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Anyonion
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| Joined: 19 Jul 2009 |
| Total Posts: 573 |
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| 21 Jun 2015 06:44 PM |
No support!
#1: This is an easy script if you wanna put it in your own game.
#2: Many games use functions that make the players walk faster at certain times/VIP's/places and yeah, just no. |
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| 23 Jun 2015 04:56 AM |
@Any
Hey, check again this should be supported because their is a lot of people who don't know how to script, and then their are the games that have speedhack scripts that don't work, then you have another issue where its a vote on who is speedhacking and they get removed from the gaming server. Why not have the BRILLIANT IDEA of ending it now and have ROBLOX create that script almost everyone in their right minds longs for.
Yes, their are VIP places, administrator controls, and what not that changes the variable for speed, however ROBLOX can make a code to disable any and ALL third-party program functions that are messing with the games database, in-game scripts, site, and so on. On the other hand, ROBLOX can indeed ruin everyone from creating a script and uploading it to everyone's games to disable speedhacking from Cheat Engine and other programs to let you recode the server.
It'd be a HUGE step for ROBLOX to take and let every member of this FANTASTIC game play without cheaters who'll get their points way to easy, their money, or kills without the playing fairly. It is a disgrace, no one likes it except the people who either want to do it, or do it already. Sword fighting games, and gun games easier to play, more equal, and a huge step away from cheats and glitches. So open up your brain and look into this more. If you need to write a pros and cons list. |
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Anyonion
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| Joined: 19 Jul 2009 |
| Total Posts: 573 |
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| 23 Jun 2015 09:06 AM |
| Anyway, ROBLOX has already stopped MOST third party programs from accesing the game files online, to speedhack you need to use your own programs that YOU have made, and if they can do that they deserve to have the advantages anyway, maybe add a check, wether you want the SIMPLE script or not |
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| 23 Jun 2015 09:35 AM |
No, the actual way people do it that is effective doesn't change your speed, it deal with some comparison of players or animations, something like that. This is a script made for what you're talking about:
local MaxSpeed = 16 -- Max speed possible in game -- Note: I've added a rule-counter, which means you have to go too fast for 2 ticks to get punished. -- That's necessary for teleporting by spawning, maybe your admins tp'ing, entering a vehicle, ... local caught = {} local function punish(plr) if caught[plr] then -- More than 2x too fast in a second? Seems like he needs to get punished -- (As far as I know, it's impossible to teleport 2x in a second without exploiting) -- (Assuming that people don't use admincommands teleport/ very fast) -- (Also assuming that the game doesn't teleport someone 2x in a second) if tick() - caught[plr] < 1 then -- Should never fail, as we don't check RobloxLocked players -- Even if it fails, punish() is called in a pcall() so it's safe anyway plr:Kick() print(plr,"kicked for speed hacking") -- Print in Server Console end end caught[plr] = tick() end -- We don't want to flood the caught table with offline exploiters who were here, don't we? game:GetService("Players").PlayerRemoving:connect(function(p) caught[p] = nil -- remove old unneeded data end) local function ignoreState(state) if state == Enum.HumanoidStateType.Running then return false elseif state == Enum.HumanoidStateType.RunningNoPhysics then return false elseif state == Enum.HumanoidStateType.StrafingNoPhysics then return false elseif state == Enum.HumanoidStateType.Climbing then return false elseif state == Enum.HumanoidStateType.RunningNoPhysics then return false end return true end while true do --[[ Saving the current position (position just before the tick change) ]]-- local pos = {} for k,v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v.Character:findFirstChild("Torso") then -- Renamed/Absent Humanoid? Oh well, can't predict that if not v.Character:findFirstChild("Humanoid") then return end local human = v.Character.Humanoid -- need to use it a lot -- Torso can be flinged away on dead, making false results if human.Health == 0 then return end -- If he sits, we assume he's in a vehicle, thuss may go faster if human.Sit then return end -- If he's platformstanding, we assume he's skating or so if human.PlatformStand then return end -- only check if the player is actually running if ignoreState(human:GetState()) then return end -- Save current position, for comparing during the next loop pos[v] = v.Character.Torso.Position end end --[[ Max Distance Calculation ]]-- local tim = wait() -- Get how long the last tick happened local dis = (MaxSpeed + 2) * tim -- Get the max distance someone can move in that time interval -- (MaxSpeed + 2): 2 being a safe margin. (Weird calculation? Jumping while running?) for k,v in pairs(pos) do -- Time to see if he went too fast pcall(function() if v.Character and v.Character:findFirstChild("Torso") then if not v.Character:findFirstChild("Humanoid") then return end local human = v.Character.Humanoid if human.Health == 0 then return end if human.PlatformStand then return end if human.Sit then return end if ignoreState(human:GetState()) then return end -- Yeuy! Get the distance calculated! local d = (pos[v] - v.Character.Torso.Position).magnitude if d > dis then pcall(punish,v) end end end) end wait(0.1) -- Just to make this a bit more performance-friendly -- (Not that it's very unfriendly, though, unless there are 100 players) end |
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| 23 Jun 2015 09:36 AM |
| http://wiki.roblox.com/index.php?title=Stop_Speed_Hackers |
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| 23 Jun 2015 09:42 AM |
| No support because it's the developers job to maintain their game. Btw, I posted a script for that speed hacking problem above. |
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