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Possible to detect exploits attached to client using scripts?

Asked by 6 years ago

There's a guy saying that it's actually possible to see if an exploit is attached to the client, provides no proof and of course seems to not know anything about RBXLua or how it works, this is most likely fake, any thoughts on this?

(Claims no script is executed using exploit, just exploit injected)

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I think I remember one dev found out a way to do this (detecting injections), but I believe exploiters found out about how it worked and mostly patched it. I mean if you can prevent executions that's just as good isn't it? trecept 367 — 6y
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Sources? T0XN 276 — 6y

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Answered by 6 years ago

You can make your own anti-exploit scripts, instead of detecting exploit injections/etc.

local hum = game:GetService("Players").LocalPlayer.Character:WaitForChild"Humanoid"

hum:GetPropertyChangedSignal("JumpPower"):Connect(function()

    game:GetService("Players").LocalPlayer:Kick"exploiter!"

end)

hum:GetPropertyChangedSignal("MaxHealth"):Connect(function()

    game:GetService("Players").LocalPlayer:Kick"exploiter!"

end)

plr = game:GetService("Players").LocalPlayer

plr.Backpack.ChildAdded:Connect(function(child)
    if child.ClassName == "HopperBin" then
        plr:Kick"exploiter!"
    end
end)

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I like this idea. You could add on to this to customize this for your game specifically. For example, if you have an RPG with a leveling system that increases player MaxHealth with each level attained, then you might want to make regular checks that compare player level with MaxHealth. T0XN 276 — 6y
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Yeah, just have a limit to how much max health. User#19524 175 — 6y
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