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| 07 May 2013 09:50 PM |
| Well, they made printidentity, so I don't see why not make a function to return the identity itself. |
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| 07 May 2013 09:53 PM |
Why? So we can make anti-exploit scripts utilizing it?
I say nay; Roblox's first-defense security should be beefed first. |
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129K
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| Joined: 23 Aug 2011 |
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T0MALO
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| Joined: 21 Apr 2013 |
| Total Posts: 137 |
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| 07 May 2013 11:02 PM |
You are encouraging Roblox Staff to leave the dirty work to the players....but I guess it can be put to work elsewhere.
Support. |
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| 07 May 2013 11:03 PM |
| And what is the purpose of this? |
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Voxility
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| Joined: 15 Apr 2013 |
| Total Posts: 584 |
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| 07 May 2013 11:03 PM |
| ^ To further the protection of games. |
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| 07 May 2013 11:17 PM |
ROBLOX should make printidentity return the identity. That'd be simpler, it wouldn't require adding anything to the API and it wouldn't break anything. It'd also be useful, without causing any security risk: when you have a script like a plugin that is only going to work if it has a specific or one of many specific security level(s), it is useful to be able to check before running the script if the identity is appropriate for running the code, and to throw an error if it is not. This avoids waste of resources and makes finding errors easier.
_________________________________________________________________________ Twitter: https://twitter.com/MarkOtaris |
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| 08 May 2013 02:18 AM |
Instead of the entire error report being:
- |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 08 May 2013 07:15 AM |
@129 Right now, since nobody other than probably popinman322 has disabled the hash checker, they couldn't set the identity of all local scripts unless they sit there and break point every one, I don't think it's a priority. |
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toshir0z
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| Joined: 03 Nov 2009 |
| Total Posts: 425 |
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| 08 May 2013 09:12 AM |
| ^Why not make Roblox Close if it detects Cheat Engine or Fiddler is open… |
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Tappier
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| Joined: 10 Apr 2013 |
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sncplay42
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| Joined: 27 Nov 2008 |
| Total Posts: 11891 |
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| 08 May 2013 10:05 AM |
@Tappier, tosh
The major design flaw of Roblox, in security terms, is that the server trusts the client almost 100% and allows it to do things it should never need to do, e.g. modify instances in the Workspace directly and read the source of server-sided scripts (I recall an admin saying that would be patched out, was it? can't remember). |
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| 08 May 2013 10:47 AM |
| Yea, server-sided script's don't replicate anymore. It does seem to just be handled my a job though, so if you start a local server it still will. |
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129K
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| Joined: 23 Aug 2011 |
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| 08 May 2013 02:18 PM |
@tosh
Renaming the process breaks your code. |
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| 08 May 2013 02:22 PM |
| Also, you can already tell if a user is elevated: just do didError,_ = pcall(function() print(workspace.RobloxLocked) end) and check if it didError |
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129K
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| Joined: 23 Aug 2011 |
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| 08 May 2013 04:44 PM |
"Also, you can already tell if a user is elevated: just do didError,_ = pcall(function() print(workspace.RobloxLocked) end) and check if it didError"
But that doesn't tell you the exact security level, and it's kludgy.
_________________________________________________________________________ Twitter: https://twitter.com/MarkOtaris |
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Tenale
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| Joined: 25 Apr 2013 |
| Total Posts: 8 |
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| 09 May 2013 03:18 AM |
| i am level 99 once but levle 100 i tried it and is impossible |
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Seranok
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| Joined: 12 Dec 2009 |
| Total Posts: 11083 |
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| 09 May 2013 03:37 AM |
| Someone write a hacky function that checks if you can do various things and uses that to determine the access level |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 09 May 2013 07:21 AM |
@Tap HWND Wind = FindWindow(0, "Cheat Engine 6.2"); if (Wind) { MessageBox(0, "Exploiting program detected!", "Error", MB_OK); exit(1); }
That would stop most players, in reality. |
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