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| 01 Jan 2012 07:59 PM |
I had an Idea while working on the Grey Army's newest fort.
The concept is very baic, Ever script in the game should have the same name, like Realscript, or gamescript. You have one of these "realscripts" Scanning the game for scripts without the name "realscript". When one of these Exploiter's Scripts are found, it shuts down the server, Although, this would be very buggy with the Robloxian's Playerhealth and guns and stuff, But this is a basic design, I am sure some acctual scripter can prefect this, But I figured the clan world would like this concept.
Ehhh, thoughts, ideas flame? |
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| 01 Jan 2012 08:01 PM |
| And yes, this doesn't fix all Exploits...but it fixes those pesky inserting exploits. |
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| 01 Jan 2012 08:05 PM |
| Uh oh...Forgot about ur guns... |
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Kurath
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| Joined: 18 Jan 2011 |
| Total Posts: 385 |
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| 01 Jan 2012 08:05 PM |
| It might work. If you get in the bag and pretend you are my mother. |
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| 01 Jan 2012 08:05 PM |
Eploiting will never stop. Leave the moddies to take care of exploiters. Nuff said.
0=[=Commie==> |
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| 01 Jan 2012 08:06 PM |
I've already made a script to stop exploiters. It checks speed, health, maxhealth, FF, and more. I was actually planning to give it to CT because of the exploiter problem, but when I saw him in game, he just ignored me. :\ |
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| 01 Jan 2012 08:07 PM |
Hello, Comrade!
~Grey Army~ |
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bloxman26
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| Joined: 27 May 2009 |
| Total Posts: 7509 |
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| 01 Jan 2012 08:07 PM |
Virus Scripts do this basically, but if you can change the scripts it looks for to the scripts that it shouldn't delete, it would be great.
So basically, if you had 3 scripts, called A, B, and C, the exploiter script would have a list of scripts that are allowed, the list would have scripts A, B, and C in it.
All other scripts it sees will be deleted, and the script could just have a randomly generated name, possibly located somewhere hidden like in lighting since a lot of Anti-Anti Exploit scripts only check Workspace. |
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| 01 Jan 2012 08:07 PM |
Yeah, when will the mods actually change something that needs changed?
<.< nice sig... |
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| 01 Jan 2012 08:08 PM |
| bloxman, thats not a bad idea. |
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| 01 Jan 2012 08:09 PM |
Hello Comrade jordan, Good to see you.
die/floodcheck |
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| 01 Jan 2012 08:09 PM |
@Blox
GOING TO DO THAT SOON
~Grey Army~ |
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| 01 Jan 2012 08:11 PM |
You too, comrade.
~Grey Army~ |
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| 01 Jan 2012 08:11 PM |
Well, I see what you mean, Chicken. A script that stops added scripts. I can do that.
function onChildAdded(Child) if Child.className == "Script" then Child:Remove() end end game.Workspace.ChildAdded:connect(onChildAdded)
It's most likely instead of Workspace, they'll insert the script else where like Lighting. Edit it if you'd like. This wasn't actually my script. I just improvised to your idea. |
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| 01 Jan 2012 08:12 PM |
| Ehhh, I was thinking of somehting that wouldc allow my C/ Commands in my Admin script, As I can make the new script's names different then just "Script" |
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| 01 Jan 2012 08:17 PM |
No, className finds the class of the thing, not the name.
Basically, this script would do this:
If you add something to the game, it'll check if it's a script. If it is a script, it'll get deleted, although this is inefficient for local scripts, so I recommend adding an elseif Child.className == "LocalScript" then Child:Remove()
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| 01 Jan 2012 08:18 PM |
| Uhh New fort? Your still using Franneh? Your just updating. I guessed.... |
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| 01 Jan 2012 08:20 PM |
Wont stop ALL, but ill take 10% any day. Good work boy oh!
/'Ima leave before this battle begins'\ |
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| 01 Jan 2012 10:48 PM |
| Nah Dark, New format. Cant steal clan base formats forever. :P |
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| 01 Jan 2012 10:52 PM |
| @commando, that's what we'll be saying years from now when roblox is dead. |
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