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How do I detect when a exploit attachs to my game?

Asked by 6 years ago
Edited 6 years ago

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.

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It would help developers if they knew how the exploit gets injected. Sometimes this may mean an object getting created inside a player that shouldn't be there, or the player has some ability or behavior that no other users should have. M39a9am3R 3210 — 6y
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The first step is to make your game FE compatible. From there, ensure that the events being fired are the most secure that you can make them. Here's a relevant post on the devforum that I think you should look at: https://devforum.roblox.com/t/best-ways-to-stop-hackers-firing-remoteevents/100251/3 T0XN 276 — 6y
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To add, if your friend is exploiting, you should probably explain to him why he should stop. T0XN 276 — 6y

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Answered by
Amiaa16 3227 Moderation Voter Community Moderator
6 years ago

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.

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Mind sharing those methods to block the smaller exploits? I wanna atleast get those out of the way since most people don't have the money to buy top notch exploits like syanspe. ShootingLeo 35 — 6y
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You'd be surprised. Amiaa16 3227 — 6y
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My friend sent me a picture of it banning him, it says the reason for ban is an "Remote Hook Change" as soon as he injected in exploit. ShootingLeo 35 — 6y
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That's instance's metatable change detection. They either have some remotespy in autoexec or are not using synapse Amiaa16 3227 — 6y
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Answered by 6 years ago

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 :)

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False. You can change your walkspeed, jumppower, humanoid state, position, play already existing sounds, and it will all replicate even with FilteringEnabled on. Other than that, you're right, Amiaa16 3227 — 6y

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