Playrobot
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| Joined: 22 Dec 2007 |
| Total Posts: 1626 |
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| 14 May 2012 03:06 PM |
Ok...
I'm trying to figure out a way to distinguish between a normal guest and a guest that can chat/exploit etc.
It looks to me like ROBLOX has removed/locked SuperSafeChat. Do you guys know of any other way to distinguish guests? |
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miz656
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| Joined: 19 Jul 2010 |
| Total Posts: 15336 |
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| 14 May 2012 03:13 PM |
| Check if the name is guest using string.sub. |
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| 14 May 2012 03:15 PM |
@Mix
No, they meant how to distinguish between the guests that can exploit and ones that cant't.
† KMXD † |
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velibor
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| Joined: 24 Nov 2009 |
| Total Posts: 1003 |
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| 14 May 2012 03:16 PM |
Check or the Guest can Chat. If he can --> He is a Exploiter.
How you may ask. Get the SuperSafeChat Property and if the Name of the Guest is a Guest but he can talk --> Exploiter --> Ban / Kick / Remove
Velibor
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| 14 May 2012 03:18 PM |
| Velibor's way is the best way to do it, currently. |
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Playrobot
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| Joined: 22 Dec 2007 |
| Total Posts: 1626 |
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| 14 May 2012 03:19 PM |
| Where's the supersafechat? It used to be in the player but I'm not seeing it now. |
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velibor
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| Joined: 24 Nov 2009 |
| Total Posts: 1003 |
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| 14 May 2012 03:26 PM |
Use ChatMode instead
It doesn't has a Doc current. But it works with Enums
You can still check that way or a Player has only the SafeChat or can Chat at his own .
Velibor
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DangCool
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| Joined: 27 Apr 2010 |
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| 14 May 2012 03:32 PM |
| @DangCool - As the ChatMode property is not documented, I'm not 100% sure it's locked. I'd test it if I could but I can't run ROBLOX Studio on this stupid 10 year old Vista running computer. :\ |
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| 14 May 2012 03:35 PM |
Oh, just thought of something. If ChatMode is locked, then there's another, more inefficient, method of achieving this.
Run the PlayerAdded event, and then run the Chatted event. Check if the player's name includes the string "Guest ". If it does, then remove them. |
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velibor
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| Joined: 24 Nov 2009 |
| Total Posts: 1003 |
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| 14 May 2012 03:36 PM |
@ElecktricBlaze
I can access it with the Command bar.
Still I don't think it is locked .. Then should not remove things but replace them instead..
Velibor
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| 14 May 2012 03:38 PM |
| @Velibor - Scripts have a security level of 2, while the Command Bar has a security of 5. Therefore, you can run most (if not all) methods using the Command Bar, but Scripts are limited by many locked methods. |
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Playrobot
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| Joined: 22 Dec 2007 |
| Total Posts: 1626 |
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| 14 May 2012 03:41 PM |
Yeah, that's what I was going to put in there where if chat occurs then it checks to see if it is a person with Guest in their name AND they're talking; however, thanks to you guys, I'm going to work on the chatmode because it's more efficient.
I'm thinking I might add some value to persistent data when they get nuked, so they can't get into any of my game servers.
I like guests, but I don't like the ones that mess with my game. |
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| 14 May 2012 03:46 PM |
| @playrobot - I'm not sure that nuke idea would fit. I believe that every time someone logs on as a guest, the number at the end of their username is different. So, they'd be a different guest every time. |
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| 14 May 2012 03:55 PM |
| The only drawback is that Roblox doesn't have a RemoveFromGame function. The exploiters can still easily use exploits even without their character. The current exploits just use gui plugins similar to CmdUtl. |
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Playrobot
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| Joined: 22 Dec 2007 |
| Total Posts: 1626 |
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| 14 May 2012 06:49 PM |
So player:Remove() doesn't work? |
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DangCool
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| Joined: 27 Apr 2010 |
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MrMcAero
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| Joined: 21 Apr 2012 |
| Total Posts: 671 |
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| 14 May 2012 07:05 PM |
Well, what I did in one of my game's, was search through all chatting a player's, and if the chatting player is a Guest then they get kicked. What I also did was created a table containing all the Safe-chat chat option's, this way they can chat with safe chat. It was a good method, but didn't always work because ROBLOX actually changes the Safe-chat so that people can't hack that. I hated that. :\
- Cheers! |
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Playrobot
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| Joined: 22 Dec 2007 |
| Total Posts: 1626 |
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| 14 May 2012 07:54 PM |
Has anyone used speaker.ChatMode ~= Enum.ChatMode.Menu and seen if that works? |
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smurf279
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| Joined: 15 Mar 2010 |
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| 14 May 2012 07:58 PM |
| Use playeradded to distinguish if the player is a guest or not then use the chatted event to see if the guest is an exploiter. You would probablly have to create a GUI warning the guests not to talk but thats pretty much all I can think of *Unless you want to create a table composed of all the messages found in menu chats ^.^* |
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| 14 May 2012 08:04 PM |
| All of this would not work. The actual admin is based off of a gui plugin. It doesn't matter if they are banned or not. All banning does is remove the player which doesn't delete the plugins. All you have prevented them from doing is moving. |
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| 14 May 2012 08:16 PM |
Well if it is a guest that can exploit, and say whatever they want
use a table that lists the safe chat chat things, like
{"Hi","No","Yes"}
then if they say something that isn't on the list have it remove them or whatever you want to do with them. idk
sorry if i didnt make sence |
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Playrobot
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| Joined: 22 Dec 2007 |
| Total Posts: 1626 |
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| 14 May 2012 11:50 PM |
@ text, no, it's making sense. I was just thinking I should check the type of chat (menu vs menu plus text) instead of having to scan through all acceptable chat phrases.
@echo....are you talking about the character being removed? Because I'm pretty sure if I remove the player they lose connection to the game.
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| 15 May 2012 12:48 AM |
Random off topic post.
DangCool is a hacker...
~!~ Plus One Post ~!~ |
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jatl8
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| Joined: 07 Aug 2009 |
| Total Posts: 17439 |
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