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COMMUNITY QUESTION

How to stop ClickTp exploit?

I have created a very good antiexploit script in the last couple of days which stops every exploit I've tested except for click tp. Does anyone know a good way to stop clicktp? I thought setting up multiple region3 areas and if the player changes region3s without the Player being in the running state. However I'm not that good with region3 so I don't know if that would be the best solution. If anyone has any ideas on this matter please post.

2 comments

0

you could look for changes in position that don't aline with the max movement speed in your game.

0

make a table and store the players position in it, wait 1 second, check the magnitude between these positions, and check if they're possible, update the table

1 answer

I've honestly never done this, but this is my idea of how you might go about it:

Distance = Rate * Time

Normal Rate = 16

On regular intervals you could check player position, for example...

(This is the most basic thing you could possibly do)

local INTERVAL = 5 -- Seconds
local p1,p2 = nil, nil

while true do
	p1 = Character.HumanoidRootPart.Position
	wait(INTERVAL)
	p2 = Character.HumanoidRootPart.Position
	
	local predictedDistance = 16 * INTERVAL -- Probably need modification for studs distance
	local realDistance = (p1 - p2).magnitude  
	-- Would also want to make room for outside interference such as falling or being flung.

	if realDistance > predictedDistance then
		warn("Distance violation")
	end
end

3 comments

0

You know that you don't have to do '= nil' for local variables lol

0

and isn't it p2 - p1

0

Doesn't matter with magnitude. And yea I figured that, the variables just look so naked without assigned values lol

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