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!
COMMUNITY QUESTION
How could I log the scripts that exploiters use?
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.
This discussion is preserved as it was. New answers, comments, and votes are closed.

5 comments
you can't, especially if they're Lua C scripts
all exploits are probs made with c# so u cant
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.
But that's also probably illegal and definitely will get you banned
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.