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| 28 Jun 2012 09:30 PM |
Here's a script I made that would "probably" prevent them from using the DLL exploits.
I have also an alternative method where if somebody selects something in the explorer, it will crash them as well, but now, it is pretty easy to bypass this now, so I am planning to use this way.
I wanted to ask if this is formatted correctly?
*NOTE: ScreenGui's AbsoluteSize scales the Vector2 according to the player's play area. If the DLL is activated, the play area "should" decrease.
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xx = script.Parent.Parent.Parent.Parent.AbsoluteSize.X yy = script.Parent.Parent.Parent.Parent.AbsoluteSize.Y
function blahh() if script.Parent.Parent.Parent.Parent.AbsoluteSize < Vector2.new(xx,yy) then while true do end end end
game.Workspace.Time.Changed:connect(blahh) game.Workspace.GlobalText.Changed:connect(blahh) game.Workspace.HintText.Changed:connect(blahh)
--[[ Tried to avoid using loops too much so it doesn't cause lag --]] |
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| 28 Jun 2012 09:36 PM |
| Hmm, this script didn't work against my friend's test exploits. Any suggestions? |
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| 28 Jun 2012 09:40 PM |
game.Players.LocalPlayer.Selection.SelectionChanged:connect(function() while true do Instance.new("ManualSurfaceJointInstance")end end)
That plus the simple anti-toolbox script I made and has been copied by over 100 Robloxians will stop the dll exploits if your game loads in under 10 seconds. You may need to add to the anti-toolbox script to include any free models you have. |
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| 28 Jun 2012 09:45 PM |
@Albino
Yes, I have that, as I said that was my alternative, but it IS possible to bypass it, you just need theory and knowledge. |
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| 28 Jun 2012 09:56 PM |
| Bump. Doesn't work this script. |
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| 28 Jun 2012 10:03 PM |
| ^ If I understand you correctly, isn't this what I'm trying to deal with? |
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| 28 Jun 2012 10:15 PM |
| ^ Wow, pretty handy there- the thing is, usually my games gets REALLY popular and I cannot moderate them as efficiently so I want to do this by making a script automatically-moderate for me, as this is one of those scripts i'm trying to create. |
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WhiteRain
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| Joined: 24 Apr 2010 |
| Total Posts: 2723 |
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| 28 Jun 2012 10:16 PM |
@Albino Sadly you only get the names of the exploiters that where in that server. |
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| 28 Jun 2012 10:24 PM |
@White, "SaveInstance"
I think He's usin' DP in it. |
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WhiteRain
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| Total Posts: 2723 |
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WhiteRain
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| Joined: 24 Apr 2010 |
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| 28 Jun 2012 10:29 PM |
| Nice. Lol what if you find the name of a close friend of yours. xD |
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swmaniac
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| 28 Jun 2012 10:32 PM |
Wait wait wait...
You're crashing them any time the play area decreases in size?! What happens if they're not in first person mode and they resize the screen?
Also...
@albino
My apologies if I'm missing the joke, but that script wouldn't start running. |
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| 28 Jun 2012 10:33 PM |
| ^ Nice. Thats- really. Wait, you could save it onto the game? |
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WhiteRain
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| 28 Jun 2012 10:34 PM |
| Yea. Btw this is my 200th post today :O |
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| 28 Jun 2012 10:36 PM |
Albino that won't work. SelectionChanged must be used in a LocalScript, you can't use persistence data in a Local Script. Also, they can still exploit the server if you only remove their player, crash them by using the method I listed above, then use a global function or some other method to cause them to be perma-banned.
But, I wouldn't suggest persistence data banning for famous places. Hackers above that of these dll hacks can access persistence data in a game and change it's values. |
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| 28 Jun 2012 10:36 PM |
@swmaniac:
They shouldn't resize their screen during gameplay anyway. But if thats the problem, then I would still go for it.
If this was fixed, it would prevent place copying as well. |
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