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| 25 May 2015 08:51 PM |
I am currently working on a game and one of my friends who uses NYX came in and for fun just changed some things in game, however I realized the potential this has to mess up the game upon release for everyone.
So me and my friend tested to see if the NYX does anything that would identify the player as using it, however I couldn't find anything.
I also do not want to turn on Filtering Enabled due to me using local scripts for a lot of things which would then render them useless for the purposes I use them for.
So my question is this, is there any way to detect from the server via a script or the client via a local script whether someone is using this exploit?
TL;DR Is there a way to detect if a player uses the NYX exploit, server side or client side?
:3 |
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| 25 May 2015 08:52 PM |
| Someone doesn't understand FE, and just uses excuses. |
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| 25 May 2015 08:54 PM |
| Someone doesn't understand FE, and just uses excuses. [2] |
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| 25 May 2015 08:58 PM |
| Someone doesn't understand FE, and just uses excuses. [3] |
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| 25 May 2015 09:00 PM |
| Someone doesn't understand FE, and just uses excuses. We say this to boast about how we know much more about FE and to down-talk and harass the OP because it is what everyone else does and we don't want to be above-average compared to the rest of the internet (Or world). [4] |
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Burglered
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| Joined: 14 Jul 2011 |
| Total Posts: 962 |
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| 25 May 2015 09:01 PM |
Nyx may be called a "limited script exploit". It has it's own Lua environment designed so that scripts will have an identical syntax to roblox scripts. Many features of Roblox Lua such as events are difficult to implement to Nyx so that's where the "limited" part comes in. Don't expect to be able to paste well known scripts such as Scythe, or Kohl's admin into Nyx. Despite these limitations, Nyx is still an extremely powerful exploit.
Nyx features Whitelist(blocks leaking) Scripting Support Default Commands Custom Commands Simple Exploits Fast Lua Chat Commands/Scripts and Explorer GUI.
Now you know what Nyx is!
~I want to be a future game dev! :3 |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 25 May 2015 09:03 PM |
What is hilarious is that FE stops every one of these exploits people so fear.
I script -~ chimmihc |
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| 25 May 2015 09:04 PM |
| Good idea, tell someone new to scripting to use FE. That will surely end well! |
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| 25 May 2015 09:04 PM |
Nyx features Whitelist(blocks leaking) Idk what this means, but use FE.
Scripting Support Use FE.
Default Commands Use FE.
Custom Commands Use FE.
Simple Exploits Use FE.
Fast Lua Use FE.
Chat Commands/Scripts Use FE.
Explorer GUI I don't see why this one matters. If it allows them to change things, then use FE. If it allows them to see things, use copylocked ModuleScripts and put things in ServerStorage and ServerScriptService. Also, use FE.
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Burglered
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| Joined: 14 Jul 2011 |
| Total Posts: 962 |
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| 25 May 2015 09:09 PM |
If you're going to abbreviate something, AT LEAST USE THE FULL NAME FIRST. I have no idea what FE is.
~I want to be a future game dev! :3 |
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| 25 May 2015 09:12 PM |
| FE is a well-known acronym. The OP used it in his post. |
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morash
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| Joined: 22 May 2010 |
| Total Posts: 5834 |
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| 25 May 2015 09:12 PM |
| FE stands for "Freakin Explosions" or "Filtering Enabled." |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 25 May 2015 09:13 PM |
Filtering Enabled
It is what stops things like CE from editing online games, it filters all things done on the client.
I script -~ chimmihc |
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| 25 May 2015 09:14 PM |
How normal Roblox server-client model works:
Client: Server, please destroy every single part in the game. Server: Okay! Sounds like a good idea.
How Roblox server-client model works with FE: Client: Server, please destroy every single part in the game. Server: Go f*ck yourself. |
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| 25 May 2015 09:16 PM |
@nq that is so accurate that it's scary. |
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| 25 May 2015 09:16 PM |
"How Roblox server-client model works with FE:" This is closer:
Client: Server, please destroy every single part in the game. Server: Sure, you do that.
You see, that way it still works to do local things. |
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| 26 May 2015 03:18 PM |
For those of you saying I don't know how to use FE, this quote is straight from the roblox wiki, which I knew beforehand and is the reason I don't want to use it.
"When a LocalScript modifies an object in the game, the change will be made on the client, but will not replicate to the server. For example, if a LocalScript creates a part, the part will only exist on that client's data model. The server will reject the change and not replicate it to the other clients. This makes it possible to create local parts."
I use local scripts in my game that are responsible for creating server sided parts, and enabling FE will interfere with this, I also don't want to go back and use remote functions for all of my localscripts when they need to do something that needs to be in the server and not just the client. :3 |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 May 2015 03:21 PM |
| @Jarod thats the pssy way of saying it. |
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| 26 May 2015 04:29 PM |
@AquaticNanno
You are using more excuses.. You care about security but don't want to do it right.
YOU CAN DO THAT WITH FE. |
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| 26 May 2015 05:35 PM |
I can turn on FE, but then like I said, the localscripts which are well over a thousand lines by now would have to be re-scripted. So I am looking for ways to identify a possible exploiter without having to limit my client sided localscripts.
:3 |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 May 2015 05:37 PM |
| I say, if you already dug yourself in a hole, don't dig yourself in deeper. Leave it. |
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Darkenus
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| Joined: 17 Jul 2014 |
| Total Posts: 1997 |
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| 18 Aug 2015 08:23 PM |
| Someone doesn't understand FE, and just uses excuses. [#bumps+1] |
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