Scripting HelpersARCHIVE
A little piece of Roblox history. Preserved for everyone, one question at a time.Read about the archive →
✓ ANSWER ACCEPTED

Anti-Speed Hacker Script Not Working?

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 

2 comments

0

Actually changing the walkspeed directly isn't a very common way to speed hack. http://wiki.roblox.com/index.php?title=Stop_Speed_Hackers

1

I can't open that link, would you mind summarizing that for me?

1 answer

✓ Accepted answer
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

1 comment

0

Thank you.

This discussion is preserved as it was. New answers, comments, and votes are closed.