Ad_an
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| Joined: 17 Feb 2016 |
| Total Posts: 1106 |
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| 01 Sep 2016 06:52 AM |
Need something to keep exploiters away from my game Put links down below please :)
R$490 |
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Ad_an
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| Joined: 17 Feb 2016 |
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zaniac10
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| Joined: 18 Aug 2009 |
| Total Posts: 10000 |
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| 01 Sep 2016 06:58 AM |
filteringenabled
with some very nice scripting doodads you can prevent nearly anything, but this has to be scripted specifically for your game. there isn't much of a general anti-exploit script other than stopping speed exploit or giving yourself tools |
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Ad_an
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| Joined: 17 Feb 2016 |
| Total Posts: 1106 |
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JoshRBX
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| Joined: 19 May 2012 |
| Total Posts: 8778 |
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| 01 Sep 2016 07:18 AM |
I just made one for you.
game.Workspace.FilteringEnabled = true
𝐉𝐮𝐬𝐭 𝐬𝐨𝐦𝐞 𝟏𝟒 𝐲𝐞𝐚𝐫 𝐨𝐥𝐝 |
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| 01 Sep 2016 07:19 AM |
thx
game.Workspace.FilteringEnabled = true |
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Ad_an
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| Joined: 17 Feb 2016 |
| Total Posts: 1106 |
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| 01 Sep 2016 07:23 AM |
@josh I did enable it
R$490 |
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JoshRBX
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| Joined: 19 May 2012 |
| Total Posts: 8778 |
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| 01 Sep 2016 07:25 AM |
I got this from the wiki. It should stop speed hackers.
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) ]]-- ############################################################################################################################################### -- 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
𝐉𝐮𝐬𝐭 𝐬𝐨𝐦𝐞 𝟏𝟒 𝐲𝐞𝐚𝐫 𝐨𝐥𝐝 |
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JoshRBX
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| Joined: 19 May 2012 |
| Total Posts: 8778 |
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| 01 Sep 2016 07:25 AM |
http://wiki.roblox.com/index.php?title=Stopping_speed_hackers
𝐉𝐮𝐬𝐭 𝐬𝐨𝐦𝐞 𝟏𝟒 𝐲𝐞𝐚𝐫 𝐨𝐥𝐝 |
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