I made this script to stop exploiters but it doesn't work. Can anyone help me? There's no output. It's supposed to check every 20 seconds to prevent lag is someone is exploiting. Also its in a normal script in the workspace.
while wait(20) do for i,v in pairs (game.Players:GetChildren()) do wait(0.6) H = v.Character.Humanoid if H.WalkSpeed > 16 then print(v.Name.."also known as"..v.Name:Sub(1,5).."has been caught exploiting. His or Her Walkspeed was changed to"..H.WalkSpeed..". They will be kicked shortly.") wait(5) v:Kick() print(v.Name.."was kicked. Play fair, don't exploit.") wait(5) else wait(0.6) --to prevent lag end end end end
local MaxSpeed = 16 -- Max speed possible in game -- Note: I've added a rule-counter, which means you have to go too fast for 2 ticks to get punished. -- That's necessary for teleporting by spawning, maybe your admins tp'ing, entering a vehicle, ... local caught = {} local function punish(plr) if caught[plr] then -- More than 2x too fast in a second? Seems like he needs to get punished -- (As far as I know, it's impossible to teleport 2x in a second without exploiting) -- (Assuming that people don't use admincommands teleport/ very fast) -- (Also assuming that the game doesn't teleport someone 2x in a second) if tick() - caught[plr] < 1 then -- Should never fail, as we don't check RobloxLocked players -- Even if it fails, punish() is called in a pcall() so it's safe anyway plr:Kick() print(plr,"kicked for speed hacking") -- Print in Server Console end end caught[plr] = tick() end -- We don't want to flood the caught table with offline exploiters who were here, don't we? game:GetService("Players").PlayerRemoving:connect(function(p) caught[p] = nil -- remove old unneeded data end) local function ignoreState(state) if state == Enum.HumanoidStateType.Running then return false elseif state == Enum.HumanoidStateType.RunningNoPhysics then return false elseif state == Enum.HumanoidStateType.StrafingNoPhysics then return false elseif state == Enum.HumanoidStateType.Climbing then return false elseif state == Enum.HumanoidStateType.RunningNoPhysics then return false end return true end while true do --[[ Saving the current position (position just before the tick change) ]]-- local pos = {} for k,v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v.Character:findFirstChild("Torso") then -- Renamed/Absent Humanoid? Oh well, can't predict that if not v.Character:findFirstChild("Humanoid") then return end local human = v.Character.Humanoid -- need to use it a lot -- Torso can be flinged away on dead, making false results if human.Health == 0 then return end -- If he sits, we assume he's in a vehicle, thuss may go faster if human.Sit then return end -- If he's platformstanding, we assume he's skating or so if human.PlatformStand then return end -- only check if the player is actually running if ignoreState(human:GetState()) then return end -- Save current position, for comparing during the next loop pos[v] = v.Character.Torso.Position end end --[[ Max Distance Calculation ]]-- local tim = wait() -- Get how long the last tick happened local dis = (MaxSpeed + 2) * tim -- Get the max distance someone can move in that time interval -- (MaxSpeed + 2): 2 being a safe margin. (Weird calculation? Jumping while running?) for k,v in pairs(pos) do -- Time to see if he went too fast pcall(function() if v.Character and v.Character:findFirstChild("Torso") then if not v.Character:findFirstChild("Humanoid") then return end local human = v.Character.Humanoid if human.Health == 0 then return end if human.PlatformStand then return end if human.Sit then return end if ignoreState(human:GetState()) then return end -- Yeuy! Get the distance calculated! local d = (pos[v] - v.Character.Torso.Position).magnitude if d > dis then pcall(punish,v) end end end) end wait(0.1) -- Just to make this a bit more performance-friendly -- (Not that it's very unfriendly, though, unless there are 100 players) end