GONE_GAGA
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| Joined: 27 Nov 2015 |
| Total Posts: 942 |
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| 03 Apr 2017 08:50 PM |
i have filtering enabled, people are still hacking into the game by noclipping. ;-;
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 03 Apr 2017 09:01 PM |
wiki.roblox.com
Start at the basics. |
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GONE_GAGA
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| Joined: 27 Nov 2015 |
| Total Posts: 942 |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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| 03 Apr 2017 09:10 PM |
Just let it be your getting visits Anyways it's impossible ROBLOX can't sense hackers |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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| 03 Apr 2017 09:15 PM |
Noclipping is going to be difficult to fully stop, but here are some thoughts.
The client can easily not send touches, meaning if their character touches something the server has no way of knowing. Also, by putting someone's arm in a wall (a fully valid thing) they might, by most simple bound checks, be as inside a wall as they'd be were they facing outwards 1 stud inside, fully invisible to people outside of the wall.
Also, it's very easy and common to actually get stuck inside things due to many of Roblox's physics glitches and perhaps some in your game specifically. Further, there are certain ways that let hackers change other peoples' positions in FE with velocity and a nonsensical and unreliable physics thing nobody has fully figured out.
So, if I were you I would just have [X,Z] or [X,Y,Z] if needed regions that kill the player upon invalid entry. You can check if the player's touched events are globally disabled. It would be very, very unrealistic for someone to actually setup a whitelisting touched system. If you do have a touched system you could have regions have "activation paths", e.g. they have to touch a series of blocks in order to enter a region without dying.
But... really, this shouldn't be necessary. There are going to be problems. It is probably better to just leave it alone or add in some very basic checks to make sure people aren't teleporting / noclipping all over the place. |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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| 03 Apr 2017 09:18 PM |
| They're hackers they could btools themselves tho they could take out all the walls |
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| 03 Apr 2017 09:19 PM |
You wont need it, every available exploit is patched, if anyone makes one to work it will be way out of any scripts league. Besides if anyone is dumb enough to exploit they wil have a script disabling any anti hack scripts.
Skrrrt skrrrt |
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| 03 Apr 2017 09:20 PM |
| ###### don't talk about things you don't know |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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| 03 Apr 2017 09:26 PM |
| Why is ######### saying my name? |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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| 03 Apr 2017 09:26 PM |
| They could take out walls on their client, but... guess what? That is exactly what noclipping is. |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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| 03 Apr 2017 09:27 PM |
| This ugly trolling account name haveloser |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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| 03 Apr 2017 09:27 PM |
| Noclipping is going through not destroying |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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| 03 Apr 2017 09:27 PM |
| You told OP to give up and then said something that was flat out wrong. What do you expect? |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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| 03 Apr 2017 09:29 PM |
| If a part doesn't exist on your client, you can walk through it. Therefore, locally deleting parts is functionally the same as telling your client to ignore them during physics calculations (it just also affects other parts of your processing). The server still sees they exist and would tell that you are inside them, although it wouldn't receive touched events for it from you. |
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| 03 Apr 2017 09:29 PM |
Some hackers out out of our league trust me there is nothing u can do for some
Skrrrt skrrrt |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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| 03 Apr 2017 09:31 PM |
| True. It is tens, maybe hundreds, of times easier to crash a server in an unstoppable (to the game owner) way than to do many basic things like killing someone with FE. But that doesn't represent the majority. A few simple things, mainly FE but if after one has lots of noclippers perhaps some basic anti-noclip things, can almost make negligible their impact. |
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Boned_Dev
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| Joined: 11 Dec 2015 |
| Total Posts: 860 |
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| 03 Apr 2017 09:34 PM |
| Is there even a scripter who can make noclipping disabled on their game? |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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| 03 Apr 2017 09:38 PM |
| That doesn't make logical sense. One generally noclips by making modifications to one's client, and there are at least ## #### to noclip (one of which is what you said, deleting parts). It is only possible to tell whether it is probable they are in a place they shouldn't be. |
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Crxsh
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| Joined: 11 Nov 2012 |
| Total Posts: 7152 |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 03 Apr 2017 10:00 PM |
| With FE you can detect non-verified local changes. |
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Createa
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| Joined: 13 Oct 2009 |
| Total Posts: 193 |
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KZskychi
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| Joined: 19 Apr 2012 |
| Total Posts: 202 |
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| 04 Apr 2017 07:37 AM |
You can't, technically.
Hackers have access to the scripts, and can easily break it.
You better get an anti hack script, which prevents noclipping. |
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KZskychi
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| Joined: 19 Apr 2012 |
| Total Posts: 202 |
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| 04 Apr 2017 07:37 AM |
| Still not sure if that will work, but it's worth trying |
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