I do know a bit about filtering enabled and if I want to make stuff secure then I should put it in the server if possible. I need help if this would be secure and I Roblox keeps blocking those notifications when someone is exploiting in my game.
This is the code
local players = game.Players local kickMessage = "The NS Anti-Cheat system has determined that you are cheating. If you think you're not cheating then please open a support ticket on our discord server. This message has been logged in our discord server, and will stay there for a week." local httpService = game:GetService("HttpService") local webhook = [Redacted] -- I don't want anyone posting stuff in my discord server with this bot. function sendMessage(Message) local data = { ["content"] = Message } data = httpService:JSONEncode(data) httpService:PostAsync(webhook, data) end players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) print("Character has been added") while true do wait(0.1) local succses, errorMessage = pcall(function()--pcall is used so the script wont crash. local humanoid = character.Humanoid --Anti Cheat if statments-- local function kickCheater (reasons) warn("Cheater detected") player:Kick(kickMessage) end if humanoid.MaxHealth > 100 then sendMessage(tostring(player.UserId)..": This player has been caught using health hacks") wait(1) kickCheater() elseif humanoid.WalkSpeed > 16 then sendMessage(tostring(player.UserId)..": This player has been caught using speed hacks") wait(1) kickCheater() elseif humanoid. then end end) if errorMessage then warn(errorMessage) end end end) end)
I don't have too much experience scripting because I have just started.
This will only work IF the exploiter is using a server-side exploit; which in most cases, is gotten from backdoors. But if they're using the regular exploit (which is client-sided), no. The server wouldn't be able to detect changes.