My friend has an exploit called "synapse", and I am right now developing a game. He said that some games ban him as soon as he injects/attachs his exploit into the game. How would I do that for my game? EDIT: My game already has FE and remotes, what I am saying is as soon as he injects it, it sends some remote and bans him somehow. I wanna learn how to do that for exploiters don't even have a chance to hack my game.
Short answer: you can't.
Long answer: you can't detect synapse on injection.
No, it doesn't create any new instances nor changes any properties once injected.
There used to be 3 methods to detect synapse (I know all of them), but they have been patched by 3ds. They still work on some other, smaller exploits though.
What you can detect though is something which shouldn't happen, such as the change of WalkSpeed
, JumpPower
, etc, but keep in mind you can never fully detect something, because the exploit has more control over the client than your script does, and values such as WalkSpeed
can easily be spoofed.
Another thing is, you should secure your remotes. And by that, I don't mean name them some random chinese symbols every second, but rather make them unexploitable.
For example, don't have an add/remove cash remote. Instead, handle all cash adding on the server. If you have a purchase remote, don't make the client pass the price, but rather store it on the server, etc.
The best you can do is enable filtering in the workspace properties because there is no way to detect when a DLL (dynamic link library) attaches to the game itself, you can make checks for new scripts in the workspace and any new parts in a character etc but filtering enabled just makes it so no one else can see the effects of exploiting. Hope this helped :)