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COMMUNITY QUESTION

How could I log the scripts that exploiters use?

I have recently encountered some exploiting problems on my game and wish to create a script logger that I can then use to patch the scripts that they use. If anyone could help me and point me in which way to start it would be greatly appreciated!

5 comments

0

you can't, especially if they're Lua C scripts

0

all exploits are probs made with c# so u cant

0

All I can think of is you make a bot to counterhack every instance of your game and check for other things that were injected.

0

But that's also probably illegal and definitely will get you banned

0

Can't, just do your best to design your scripts to check if the player can do what they are doing, if not then kick them. Like if you wanted to check if a player is walking too fast, create a script that checks if the player walkspeed is higher than a max (Like 24), and if it is, then kick them.

2 answers

Due to scripts executed into the client obtaining no Lua bytecode, there is no way for you to log the actual script instances. Instead, you can log what they do such as changing the Humanoid's walkspeed, etc

Example:

local player = game.Players.LocalPlayer
local walkspeed = game.Players.LocalPlayer.Character.Humanoid.WalkSpeed

while true do
	wait()
	if player.Character.Humanoid.WalkSpeed ~= walkspeed then
		return -- punishment here
	end
end

4 comments

0

Wrong.

0

You can't log exploit scripts. Period.

0

You literally just checked to see if walkspeed did not equal itself...

0

No, he checks to see if the WalkSpeed is different to its original value. There's several other issues with this script, though.

Unfortunately you can't log exploits. However, you can make vote kick systems for exploiters, an admin to ban/kick them, etc. These are at least somewhat better to defend against exploiters.

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