Exploits Are EASY to Fix, People Are Just Lazy

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  • čas přidán 22. 04. 2024
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Komentáře • 1,1K

  • @byteblox100
    @byteblox100  Před měsícem +192

    get 50% off my course with code "FREAKYBLOX" (2 days left):
    linktr.ee/ByteBlox

    • @RoyaleAria
      @RoyaleAria Před měsícem

      Hello ByteBlox Im Subbed

    • @blastdahero2976
      @blastdahero2976 Před měsícem

      Hello byte, could you make a video on beizer curves i think its overlooked in the roblox studio community and also on flipbooks

    • @creeperplayzz
      @creeperplayzz Před měsícem +14

      Could you make a busting tutorial

    • @Ilikepotatoes067
      @Ilikepotatoes067 Před měsícem +11

      Could you make a busting tutorial

    • @tornadoreaper
      @tornadoreaper Před měsícem +9

      Could you make a busting tutorial

  • @SomebodyAndSomeone
    @SomebodyAndSomeone Před měsícem +3275

    I have no idea why I clicked on this video

    • @DuckFoot777
      @DuckFoot777 Před měsícem +151

      Me neither man, haven't touched a script in my life

    • @Garry_ModInOhio
      @Garry_ModInOhio Před měsícem +48

      People are just lazy at click this video💀

    • @tooneysailor
      @tooneysailor Před měsícem +19

      The mysterious forces

    • @VerosGotTaken
      @VerosGotTaken Před měsícem +52

      ​@@nonproductiveproduction Who hurt you?😭

    • @Flowey_the_Goober
      @Flowey_the_Goober Před měsícem +9

      @@nonproductiveproduction You could be right...

  • @LunarCelestial
    @LunarCelestial Před měsícem +2042

    Longest explanation for a "exploiters can execute local scripts." Ever.

    • @SOTP.
      @SOTP. Před měsícem +92

      would’ve been useful for stupid me back then to be fair

    • @omgdodogamer4759
      @omgdodogamer4759 Před měsícem +66

      didnt even explain that being able to manipulate movement so easily is only specific to movement (because roblox doesnt do any base security checks for movement because that would very quickly interfere with ALOT of games), and trying to do the same for anything else is 100x harder unless the developer added a foolish remote function or event

    • @paradino
      @paradino Před měsícem +25

      in practice its more like "exploiters can execute local scripts that have more permissions and more power than local scripts themselves"

    • @bartekgaw1
      @bartekgaw1 Před měsícem

      @@omgdodogamer4759 "because roblox doesnt do any base security checks for movement because that would very quickly interfere with ALOT of games"
      Roblox gives devs an option to do it, the only game i saw having balls to enable it is Bedwars in rare cases

    • @tab921
      @tab921 Před měsícem +8

      yea no shit because most people dont understand it

  • @IsMyNameUnique
    @IsMyNameUnique Před měsícem +775

    ah yes
    lets have thousands of events go off for every object to stop the most basic form of noclipping

    • @byteblox100
      @byteblox100  Před měsícem +207

      Yes 😈

    • @Arden_t
      @Arden_t Před měsícem +102

      @@byteblox100 i would love to see your server memory implementing a system like this on a semi sizable game with a few players.

    • @Dark_kill19421real
      @Dark_kill19421real Před měsícem +21

      will be the reason everyone gets 10k ping

    • @EPICEPHE12
      @EPICEPHE12 Před měsícem +22

      "Hey Why is my ping rising... BRO WHY IS IT RISING ITS 28k... HELP ITS REACHING 479K"

    • @InsideThePC_
      @InsideThePC_ Před měsícem +5

      all you have to do is noclip through the part but since ur in an invincibility state then the anticheat won’t catch you.

  • @unsigned_var
    @unsigned_var Před měsícem +960

    Exploits isn't always as straight forward to prevent as you might think. There might be cases where a combination of multiple things causes something unexpected to happen, which will allow the exploiter in question to manipulate something in a certain way. And especially, if you're a small team of developers, finding all of these edge cases is really difficult. You prevent what you can see usually, and what you have time for. Keep in mind that players expect updates almost weekly, so finding the potential weakpoints of your game and patching it, while also releasing new content isn't really that realistic.
    That being said, sanitizing and rate limiting remotes is something that should always be done. Prevent the obvious, but don't spend too much time looking for and fixing very small issues.

    • @ecs300
      @ecs300 Před měsícem

      Is there such thing as hiring white-hat hackers/exploiters to find bypasses/holes in anticheats, or is that against TOS?

    • @awesomesauce-kg9xn
      @awesomesauce-kg9xn Před měsícem +9

      Players expect updates weekly?

    • @PhoenixAscension554
      @PhoenixAscension554 Před měsícem +57

      @@awesomesauce-kg9xn if players expect updates weekly then I'm a millionaire

    • @oranglikes
      @oranglikes Před měsícem +19

      ​​@@awesomesauce-kg9xn not always big games, but, he meant weekly cuz this is practically the norm for updates, especially for rblx devs' games. tho, half a month or a month - too, but potential games are oriented towards weekly updates, that leaves plrs inspired and entertained for such games.

    • @awesomesauce-kg9xn
      @awesomesauce-kg9xn Před měsícem +12

      @@oranglikes an update a week is insane

  • @ogo3732
    @ogo3732 Před měsícem +179

    As someone who used to make exploits myself, the "patch" you made is completely garbage.. you can literally counter your patch with one or two lines of code. Developers are not lazy, sometimes they just choose not to interfere with the player's experience in the sense that your anti exploit could falsely flag a normal player.

    • @Huey101Shots
      @Huey101Shots Před měsícem +15

      This is true especially for games that use admin commands.

    • @henry_3300
      @henry_3300 Před měsícem +8

      i dont think a new hitbox could 'falsely flag a player,' as every player would have it, anyway. as for everything else, i agree.
      however, roblox themselves are taking active steps to make cheating itself very difficult so the rest of the burden lies on games that really take skill into account, like competitive games. some games just dont require that type of treatment.

    • @Cheesy505
      @Cheesy505 Před 17 dny

      🤓👆

    • @lembarkii8669
      @lembarkii8669 Před 4 dny

      your ahh didn't make no exploits 😂😂

  • @Golden_Crusader
    @Golden_Crusader Před měsícem +496

    I feel like people arent lazy, its just some SOME game have such complicated fighting/ability systems that code that prevents them from exploiting would interfere with the ability/fighting code.

    • @TheLordir
      @TheLordir Před měsícem +12

      Games can put a boolean statement that exempts the player from anticheat given a period of time

    • @ecs300
      @ecs300 Před měsícem +46

      @@TheLordircan’t exploiters find a way to abuse that then? Also, wouldn’t it have to exempt you from it before you do the action?

    • @hyperbroli6672
      @hyperbroli6672 Před měsícem +63

      ​@@TheLordirlook at stuff like deepwoken and rogue lineage, they have anticheat but people always come up with new cheats to break through it, you can never make a full proof anti cheat
      Like, even billion dollar companies like valve don't have full proof anticheat for CSGO, what makes you think some random dude on Roblox is gonna be able to do it?

    • @GloheYT
      @GloheYT Před měsícem +3

      i must inform to you that the information you have provided is false, say this, if i were to run a script that makes all parts inside the game untouchable, it will make it so the part attached to the player to not have touch either, and with that said, the best way to do it is, make a system that detects if the players humanoid root part and head and torso get detected if it goes inside a part, and if it does it teleports the player back where they were 2 seconds ago, and even if they have no collide or smth like turned off touch it will still work if you make a script / local script / module script thats not apart of the part, but as a system that detects the player inside a wall without it

    • @ecs300
      @ecs300 Před měsícem +10

      @@hyperbroli6672 honestly, valve isn’t the best analogy because they literally just couldn’t care less at the moment lol

  • @SaturnNova
    @SaturnNova Před měsícem +258

    "If your game has a exploit, shame on yourself." - EXPLOITS AREN'T ALWAYS "EASY" TO FIX.

    • @disreceded
      @disreceded Před měsícem +45

      it's ragebait.

    • @TheAmazingAnimator
      @TheAmazingAnimator Před měsícem +6

      ​@@disrecededor an opinion who knows

    • @6o6yuH_23
      @6o6yuH_23 Před měsícem +5

      Especially in games like blox fruits. For example: Try teaching system to figure out who's teleporting with in game ability and who's doing the same thing with hacks.
      And that's the easiest example....

    • @sniper_monke561
      @sniper_monke561 Před měsícem +4

      i think he means more like the really basic ones like flying noclipping btools, etc

    • @BeastyBundy
      @BeastyBundy Před měsícem

      @@6o6yuH_23 Thats actually pretty easy, assuming you already had a system to detect teleportation, but that base system is the hard part

  • @autistacat
    @autistacat Před měsícem +167

    I've been a exploit/script developer for 8 years since the nofiltering era, and I'm just going to say this is extremely easy to bypass that it's not even funny. Scripts will obviously be intended for non-generalized use, such as specific pin-points. No actual script will be this easy. For instance, if you have a local script that contains gun functions and it calls the local player's camera, instead, I can use metamethod __index to return the wrong class type which would then create an error in the server script itself removing the anticheat completely, this has been done on multiple occasions on many games. Exploits are not easy to fix, all you did was spend 11 minutes trying to patch a 1 line script that can be re-bypassed with again, just 1 line.

    • @autistacat
      @autistacat Před měsícem +27

      you can also remove your character completely then re-call it on the client, and add in the humanoidrootpart (server) after classifying network ownership (if not taken by another exploiter), create a new model type, add it in as local player's character, teleport the humanoidrootpart (local) through the part, delete local humanoidrootpart, and then clone character (server) and add the server-sided humanoidrootpart back inside the local character to make it a serversided character, this is exactly how serversided fake VR worked back in 2021

    • @skyr3x
      @skyr3x Před měsícem +3

      ​@@autistacatRCD and some updates to character loading actually patched this

    • @CheesiX8
      @CheesiX8 Před měsícem +8

      @@skyr3x anticheats are a constant fight and everything can be bypassed eventually

    • @toby-we3zj
      @toby-we3zj Před měsícem +5

      that's true but you don't realize most exploiters are complete skids who use other peoples code, which most of the time can be caught by simple anti-cheat

    • @skyr3x
      @skyr3x Před měsícem

      @@toby-we3zj the modern economy of scripts used by skids are gigantic all-in-one hubs which are usually maintained actively with features taken from everywhere the owners can get them, meaning that new/better methods of doing something spread quickly into the products that little kids end up using which gives them a lot of the decently made scripts that were usually locked down to people who know what theyre doing or by people who constantly keep up with new releases on forums

  • @azutreo
    @azutreo Před měsícem +119

    A small note. EVERYTHING to do with the character is managed by the client. The server does zero validation. So, on the client, you can just... set your position anywhere. And the server accepts it. All character physics are on the client.

    • @discussions.
      @discussions. Před měsícem +22

      he should’ve also explained network ownership.

    • @MeanSoybean
      @MeanSoybean Před měsícem +5

      This is the missing detail that was glossed over. I feel like he knew and could have talked about it for a more rigorous explanation.

    • @HeroDevv
      @HeroDevv Před měsícem +15

      @@MeanSoybean Byteblox doesn't really seem to understand this.

    • @bartekgaw1
      @bartekgaw1 Před měsícem

      @@discussions. isn't it called physics ownership?

    • @notreallyokay9355
      @notreallyokay9355 Před měsícem +3

      If you're not doing a whole lot with characters, Chickynoid might be something to consider. Its drawbacks might make it hard to integrate into an existing project, though.

  • @bruh-xr4xi
    @bruh-xr4xi Před měsícem +13

    As a developer of 4 years... this is just so wrong in every way. Calling developers stupid and lazy, then going on to demonstrate the absolute most basic of exploiting methods, showing a weak very avoidable patch, and refusing to respond to anyone saying how bad this is? Just sad. I hope you didn't trick anyone into buying your obviously terrible course in coding when there are way better completely free courses...
    P.S. Most exploits are caused by game mechanics that are unavoidable, and linked to remote abuse.

  • @Lumaron
    @Lumaron Před měsícem +298

    Congrats! You (poorly) patched one of many ways to noclip.

    • @alexskorpik11play79
      @alexskorpik11play79 Před měsícem +26

      make the hitbox tween and it fixes pretty much almost every noclip

    • @Lord_common_sense
      @Lord_common_sense Před měsícem

      @@alexskorpik11play79 You dont know shit about exploits LMFAO just shut up fr

    • @willtheoct
      @willtheoct Před měsícem

      @@alexskorpik11play79 thats awfully expensive for the server to compute. and you still have all kinds of other exploits to patch.

    • @OvisArries
      @OvisArries Před měsícem +9

      Why don’t you make your own version instead of hating :)

    • @hellohennessy3462
      @hellohennessy3462 Před měsícem

      @@OvisArries If you have a decent knowledge about scripting on roblox, you would know that this method is very inefficient and unscalable.

  • @zachun
    @zachun Před měsícem +18

    To answer your question:
    Developers aren't actually lazy; they understand that such exploits can be fixed with just a few lines of code. However, when you implement features that continuously send messages from the client upon hitting walls or objects, it can overload the server. While it may not cause lag with just one player, if the game becomes popular and has such "anti-cheat" features, it could crash the game, making it unplayable due to severe lag.
    It's all about finding the right approach. Cheaters will always try to find ways to circumvent patches. Most exploits are generated unintentionally by the developers as well, due to small oversights, because they are humans too. Throwing them under the bus because "this is such an easy fix" isn't the right approach. While you might not mean that in a bad way, it is how most people will interpret it.

  • @Exrl_
    @Exrl_ Před měsícem +114

    How to solve exploits like big games:
    Step 1: give them $100k worth of ingame items
    Step 2: Enjoy

    • @himv3g
      @himv3g Před měsícem +7

      step 3: go bankrupt

    • @Newbster_0
      @Newbster_0 Před měsícem

      @@himv3g step 4: burn plushies

    • @gamingdiamond168
      @gamingdiamond168 Před měsícem +1

      fastest way tho xd

    • @howwhatlol
      @howwhatlol Před měsícem

      they do not

    • @toby-we3zj
      @toby-we3zj Před měsícem +1

      say i don't know how online security testing works without saying i don't know how online security testing works

  • @ERGO288
    @ERGO288 Před měsícem +21

    0:00 - 5:21 Explanation Of Exploiting
    5:21 - 11:00 Telling You How To Fix Exploits

    • @Shine0064
      @Shine0064 Před měsícem +2

      Correction: Telling you how to "fix" exploits, but not really telling you how to fix exploits.

    • @nuip7936
      @nuip7936 Před měsícem +2

      @@Shine0064 correction: telling you how to make your game unplayable with more than 1 person interacting with the world at a time

  • @exegen
    @exegen Před měsícem +102

    3:50 The shadow💀💀💀

  • @Lynxmountain
    @Lynxmountain Před měsícem +9

    It's not as simple as you think. Yes, that is a way to detect cheats, but it can also be incorrect. Many games use client-only aspects, and it is harder to differ between what should be different on the client and what shouldn't. If you have a barrier that players shouldn't be able to go through, this is indeed a way to detect and prevent exploiters from going through it, but it won't be as simple for client sided creations. An example, is a game I am working on, which allows a player to fly around in outer space. The flight system I made for that is almost fully client-sided, and it would be more difficult than this for me to detect the difference between an exploiter's flight system, and my flight system, or to detect if an exploiter edited a value or my game did it. Tbh, Idk who would ever even need flight exploits in a flight game. A better solution to a potentially flawed anti-exploit system that may detect innocents, or people who affected by a roblox bug, would be to instead implement a report system, along with action, chat and movement logging. In many cases, a human-mod system will be better than an auto-mod system as long as the humans are not corrupted or bad. Roblox's overall mod system is an example of a bad mod system, filled with corrupt/lazy human mods and poorly designed AI mods.

  • @yourboyfriend5897
    @yourboyfriend5897 Před měsícem +39

    bro spent like 9 minutes explaining local scripts couldve been shortened, but appreciate the effort ur videos helps me sometimes with other stuff

    • @BennydoesstuffYT
      @BennydoesstuffYT Před měsícem +15

      Ong he just yaps about the basics for like half the videos always and he acts like most his viewers are noobs

    • @Sol_Aureus
      @Sol_Aureus Před měsícem +1

      @@BennydoesstuffYT I think that is the point. He is explaining is a way that even complete beginners can understand.

    • @dr_mafarioyt4313
      @dr_mafarioyt4313 Před měsícem +7

      @@Sol_Aureus
      The problem is he doesnt even do that well. Oh, sure, he talked about a "fix" for this problem, but the fix itself is pretty easy to work around and he didnt even show how to implement. The only thing he explained was that things changed on the players client arent directly applied to the server.

    • @rarehyperion
      @rarehyperion Před 10 dny

      @@dr_mafarioyt4313 Pretty sure touch events don't get called constantly, only when it is first touched and will only be called again if u stop touching it first so quite literally not a fix in the slightest and purely just a waste of resources

  • @bacon_with_brussels_sprout
    @bacon_with_brussels_sprout Před měsícem +88

    Left ear: Hkmori - Anybody can find love but you
    Right ear: byteblox 2x speed

  • @chuckisnthere
    @chuckisnthere Před měsícem +3

    explaining how the server knows you're exploiting movement actually helped me understand how i couldnt move for a hot minute in shard seekers, thanks for telling me that man :)

  • @not_eagleye
    @not_eagleye Před měsícem +21

    byteblox: its so easy to fix it people are just lazy
    also byteblox: not doing allat

  • @glyoit1506
    @glyoit1506 Před měsícem +46

    bro forgot about firing remotes, hook functions, deleting client scripts, spoofing/metatables, exploiting is unpreventable on a bigger scale game, only roblox can fix it.

    • @fitmotheyap
      @fitmotheyap Před měsícem

      Remotes is up to the dev to fix not roblox, roblox can't do anything about that

    • @glyoit1506
      @glyoit1506 Před měsícem +13

      @@fitmotheyap not how it works, remote could still be manipulated through hook function, changing parameter values, constants, and upvalues, nothing can be done about it, even game with the best anti cheats like bedwars, can’t even prevent it, roblox already made a pushing step with there exploit detection, significantly reducing exploiters recently, byfron

    • @glyoit1506
      @glyoit1506 Před měsícem

      @@fitmotheyapbypassing checks is as simple as using spoofers to pretend nothing has changed on client, metatables, and now AI program such as external AI aimbot

    • @glyoit1506
      @glyoit1506 Před měsícem

      @@fitmotheyapfor ex: instead of increasing a player speed by humanoid.walkspeed, you can just teleport the player slightly forward based on CFrame and this value could be adjusted to increase speed and completely bypass walkspeed check

    • @JohnDoe-wt2zz
      @JohnDoe-wt2zz Před měsícem

      @@glyoit1506 You realize that a remote event should only be a trigger, not a activation method.
      For example if I have a 3d button in the workspace that gives money, and I want the player to only get money when he clicks the button (which has a cooldown), I'd use a clientside remote event to tell the server that the player pressed the button. I could calculate the distance the player is from said 3d button to accept or reject the request for the button press, as well as its cooldown which would be server calculated. Server checks can exist for remote events, so the fact that local scripts from exploiters can fire remote events is not an excuse for an unstoppable hack. For changing constants, the server should always have serverside copies of money and check it for every purchase.

  • @AlreadyCode
    @AlreadyCode Před měsícem +6

    Exploiting or Hacking at all is impossible to stop. The hackers/exploiters will win then the game devs/anticheat devs and then it will loop around like that. That's why Roblox paid Synapse to help them instead of keep patching what Roblox tried to do.

  • @oneowen17
    @oneowen17 Před měsícem +2

    You could also just tp around the part avoiding the detection :P, which is a very common thing/option/script thats on mostly all clients for roblox.

  • @bbimmy
    @bbimmy Před měsícem

    cool video, the issue is still relevant though in games that have trouble with external hacks, colorbot, etc.

  • @GloheYT
    @GloheYT Před měsícem +78

    ByteBlox, i must inform to you that the information you have provided is false, say this, if i were to run a script that makes all parts inside the game untouchable, it will make it so the part attached to the player to not have touch either, and another thing the expolit can do is just delete the entire part connected to them, and with that said, the best way to do it is, make a system that detects if the players humanoid root part and head and torso get detected if it goes inside a part, and if it does it teleports the player back where they were 2 seconds ago, and even if they have no collide or smth like turned off touch it will still work if you make a script / local script / module script thats not apart of the part, but as a system that detects the player inside a wall without it

    • @andreytop1gg
      @andreytop1gg Před měsícem +4

      The best way is to make a regular scripts in this case, exploiters can disable local and module scripts on the client entirely

    • @GrimBeConfused
      @GrimBeConfused Před měsícem +1

      That is indeed a great way but the reason games dont do that is having alot of checks for different parts and for each and every player starts to slow down the game a huge amount

    • @byteblox100
      @byteblox100  Před měsícem +11

      That’s probably true. I just suggested the hitbox as a quick potential fix, but the better way to do it would likely just be to fire raycasts and check player position

    • @omgdodogamer4759
      @omgdodogamer4759 Před měsícem +1

      thing is players can still make a script to automatically teleport them back since movement is left unchecked by roblox's anticheat

    • @DoubleRainbowXT
      @DoubleRainbowXT Před měsícem +1

      The best anticheat is detecting client guis or smth like that and banning them.
      Kinda like adinos admin but better and not bypassable.
      It will ban Arceus x and codex users quite easily, but experienced exploiters can still bypass them.

  • @Hunter-jf4ld
    @Hunter-jf4ld Před měsícem +4

    Many roblox games already have similar feature actually, if only exploits were that easy to fix right..

  • @FakeTSBDev
    @FakeTSBDev Před 25 dny +1

    A person who uses universal scripts might also work But if you use specific scripts to do that particular thing or in that particular mode you cannot stop them, the only effective way would be to see if it is executed Lua code in Local Script which would actually be what the Exploiters do and then throw them out of the experience but it doesn't always work there will always be the Exploiters And whether you are happy or not, they can never stop

  • @xandon24
    @xandon24 Před měsícem +3

    Bro is high on the peak of the dunning kruger effect. Max confidence, minimal understanding.

  • @themindlesstruffle
    @themindlesstruffle Před měsícem +121

    Byteblox ragebait is insane 😭😂

    • @Hamdidittoo
      @Hamdidittoo Před měsícem +1

      What ragebait?

    • @RootiRBLX
      @RootiRBLX Před měsícem

      @@Hamdidittoogoogle it

    • @ruski9861
      @ruski9861 Před měsícem +1

      ur mom

    • @Mugawl
      @Mugawl Před měsícem

      Piece of media purposely meant to piss people off and gain interaction due to them being pissed off ​@@Hamdidittoo

    • @Inkspeed
      @Inkspeed Před měsícem +1

      Ur dad

  • @SOTP.
    @SOTP. Před měsícem +5

    Whats funny is if you’re owned by server, it pretty much fixes a lot of stuff from this. The issue is no one does this because of the huge input delay you get. Note the part you attach could work, but make sure it doesnt make your movement be limited to what the part allows you to, and make sure it’s owned by the server.

    • @wedoalittletrolling723
      @wedoalittletrolling723 Před měsícem

      You could have the player on the server consist of a humanoidrootpart only that is invisible and just render the other stuff by creating them locally on each client and then predict the movement of the client-side character

    • @fitmotheyap
      @fitmotheyap Před měsícem +2

      Yeah the input delay is crazy even on 80 ping

    • @wedoalittletrolling723
      @wedoalittletrolling723 Před měsícem

      @@fitmotheyap it's even noticable in studio with 0 ping
      prob because when studio play solo ran both client and server on same thread, having the server own your own character was possible and still not affect input delay but after they made studio client accurate to the real client and seperated the client and server to run on their own seperate threads, you will notice input delays even if you didn't increase fake replication lag
      I don't see Roblox adding server-authoritive characters anytime soon so just add checks to the server, but also trusting the client isn't all bad and it mostly depends on the game.

    • @EricPlayZ132
      @EricPlayZ132 Před měsícem

      Rocket League is fully server-sided, but it uses prediction to fix the input delay, Roblox could do the same, calculate server-side, compare with client, if there are big differences between server and client, interpolate to what the server calculated

    • @fitmotheyap
      @fitmotheyap Před měsícem

      @@EricPlayZ132 I will straight up say I hate rocket league's way of doing it, played it once and got hella teleported(when I used to not have a good ISP), there is no better system for it in the first place so sure but in the case of roblox I think staying client side is wise, at least 10-20% of the playerbase plays on mobile more specifically phones and tablets and even more play on a bad internet, I have experienced both being on mobile and bad internet, not an issue these days but that's only for me, SA still has no servers and resorts to using NA or even EU, asia roblox has major internet problems during rush hour already and this wouldn't help, US is the only region where they actually have good internet and servers everywhere but a large amount of the population gets throttled daily and another large amount live in not so well connected areas, EU would be by far the least and most affected, europe has servers in every rich country exception being poland having one, but even as of now the average ping hovers around 100 because roblox is roblox, I feel like roblox has to fix connection issues first, furthermore they still have NOT fixed error code 277 which is becoming more of an issue every month, swapping ISPs is not a good solution when they can fix their backend instead
      Also, I hate to mention it again EU servers are horrible, 100 ping EU while around 200 ping US, US seems to have no problems and ping is as expected, EU hovering around 100 makes hella no sense when other games have servers farther away with 50 ping or less
      TL;DR
      This is a bad idea cus
      EU servers have major problems that won't be fixed ever it seems
      US has way too many people behind greedy ISPs and many others not living in populated areas
      SA has no servers
      Asia has major issues during rush hour

  • @TacticalGamingBasics-ik3vc
    @TacticalGamingBasics-ik3vc Před měsícem

    In practice preventions against exploits can often be quite faulty and cause constant issues with players who have poor connection to the game. Additionally when it comes to most Roblox games it's just not worth the time, I can speak personally as yes, I do protect my games when I intend for the game to be played competitively but when it comes to things like quick obbies and simulators, quick profit for little work is the number one goal and thus protecting the game from a minority of players is not a priority.

  • @DustedMain
    @DustedMain Před měsícem +2

    The only problem with this solution is that when I want a specific player to be able to walk through a part and no one else, I set the collision to off for that client. If I put that fix, this won't work and and I'd have to use collision groups, which is annoying...

  • @rammy7
    @rammy7 Před měsícem +5

    Fair exploits are easy to fix but there are always alot of exploits and most people forget alot of them and alot of them can interfere with the game alot, theres a glitch where if theres a thin part infront of a thick part you can clip through it easy fix. but even more bugs come from that. its less that there lazy I would say and more unsure of all of them because there are alot of exploits that aren't in this video and will never be able to be put in one video unless extreme dedication to every glitch its more something you've gotta get use to.
    and small glitches can be over looked as long as they don't interfere with your gameplay then it should all be fine. And yes most of the time updates will come and people will just find more and more which is very normal.

    • @rammy7
      @rammy7 Před měsícem +1

      I see alot of your videos get backlash from ignorant titles. Such as your prints are useless video that you took down, which there 100% not very useful.

  • @bartekgaw1
    @bartekgaw1 Před měsícem +5

    i will stick what works for majoryity of games which is prediction rather than running 12 checks per seconds

  • @kacperlewandowski9756
    @kacperlewandowski9756 Před měsícem

    I am actually so grateful some one did this since ive always thought of adding a hit box that if touched to another hit box it would kick you but unlike you i have a goblin in my brain that stops me from learning how to code

  • @Dogemin
    @Dogemin Před měsícem +2

    It's pretty harder than that because if you add a code to every single part in your game, it basically becomes yandere sim 2.0

    • @CogTheSuit
      @CogTheSuit Před měsícem

      Loop and CollectionService in question:

  • @GrimBeConfused
    @GrimBeConfused Před měsícem +5

    Byte the thing is exploiters are actually more difficult to prevent than you think, pretty much impossible. for the system you thought of they can just delete the part that is attached to them and it wont effect it anymore or for doing something like checks for when the player is inside an object they shouldnt be it will slow the game down for each object or each player you have. then players can also do other exploits that can manipulate their own health or other peoples health they can give themself immortality by giving themself a forcefield or change their location.

    • @alexskorpik11play79
      @alexskorpik11play79 Před měsícem +1

      THE PART ISNT WELDED TO THEM

    • @GrimBeConfused
      @GrimBeConfused Před měsícem

      @@alexskorpik11play79 then how would you keep the part to them as if you’re using code it’ll slow down the server a huge amount.

    • @cclosure
      @cclosure Před měsícem +1

      giving urself a forefield wont give u godmode

    • @GrimBeConfused
      @GrimBeConfused Před měsícem +1

      @@cclosure giving a player force field makes it so they’re incapable of taking damage with the humanoid:takedamage() function but either way they’re still able to manipulate their max health

    • @alexskorpik11play79
      @alexskorpik11play79 Před měsícem +2

      @@GrimBeConfused dude. its not gonna slow the server by any amount. its legit also easy to do. and by the way, you're so wrong about humanoid modifications. All they can do to the humanoid is change walkspeed,jump height, platform stand, jump , sit. Im not sure but change humanoid state [if its not dead] could be possible aswell.
      please stop spreading misinformation without actual checks

  • @thisisnotahandle1337
    @thisisnotahandle1337 Před měsícem +3

    just as easy as they can be fixed, someone will find a bypass, example being to literally just delete the script that does that 💀

  • @henry_3300
    @henry_3300 Před měsícem

    however, you can also just disable the collision/touch of the 'new hitbox'. the best way to do these things is to have the crucial data of players or objects have checks that occur upon a certain event, like demonstrated with the touch event. instead of fixing it through making a new hitbox, we can instead use a localscript that detects if any change is detected in the 'crucial data' of that part---whether its collision or can touch---and fire an event each time that data changes. a server script picks the event up and sets the data to whatever its supposed to be.

  • @terrarianmage3647
    @terrarianmage3647 Před měsícem

    I recently met a.hacker. I was playing an uprising game called unlimited battlegrounds, and was playing 1v1 ranked. This dude was moving faster than players should and called it Zero Ping. He even showed off and ramped it up for a short time. He was also using a no stun bug cause he kept walking out of my punches, something that shouldn't be possible.

  • @joshuagalvez8143
    @joshuagalvez8143 Před měsícem +10

    the easiest way to prevent exploits is to tell your players to not use exploits trust it works everytime

  • @1tzJustCale4
    @1tzJustCale4 Před 23 dny

    How you explained it is so understandable I dont even know why i clicked on this video but im glad i did.

  • @lolekorn204
    @lolekorn204 Před 13 dny

    Bloxfruits devs needs to see this.

  • @paperplane2915
    @paperplane2915 Před měsícem +11

    Way easier to just raycast from the last hrp position and the current one to check if they moved through a part, can also check if the part has can collide turned off on the server. And this noclip method is bypassable if you just set cantouch on that part in hrp to false?? Server sided physics anticheats are limited by the complexity of the games physics

    • @JailbreakMoments
      @JailbreakMoments Před měsícem

      the issue i find with the raycast method is if you were to move around a corner of an object, the ray might hit said corner. Currently looking for a way of fixing it.

  • @KimkeBlox
    @KimkeBlox Před měsícem +4

    we cant rip on tf2 like that they have a small dev team that is not enough for a huge game with messy code

    • @thisisnotahandle1337
      @thisisnotahandle1337 Před měsícem +1

      bro valve doesnt care about tf2, thats why they got a small ass dev team, valve literally does not give a fuck 😭

  • @Firespecialstar
    @Firespecialstar Před měsícem +2

    depends from game to game
    some exploits are made specifically for some games, (take KAT, there was an aimbot exploit for some time)
    some others are just generalistic (like the noclip)
    while it's true that on roblox it's easy to fix a couple of exploits, for specific big games it actually starts to be hard when the client starts to manipulate stuff like aiming
    and if we get outside of roblox, it just gets even harder, CS:GO with their VAC, or even minecraft (yes, minecraft cheating, especially in the competitive side of the game, is a thing) it's not as easy. you can prevent the obvious yes, but eventually something will be found that the devs either won't be able to address or don't have the time to do so

    • @Lucas-xn5bn
      @Lucas-xn5bn Před měsícem +1

      Game design also plays a huge role in reducing exploiters, for fps games/competitive games more exploiters are gonna work on exploits for these games rather than a game like DOORS, but with roblox adding byfron recently, exploiting is now even harder than it was 5 years ago, so each game has their own unique way of implementing a anti cheat, and it isnt easy at all especially since depending on your type of game, exploiting can happen rarely or frequently.

    • @Firespecialstar
      @Firespecialstar Před měsícem

      @@Lucas-xn5bn exactly, that's something i agree with 100%

  • @okunamayanad
    @okunamayanad Před 19 dny +1

    I don't have much experience developing on Roblox but I have a lot of experience when it comes to game development.
    As you mentioned "game developers" all throughout this video I'll take both Roblox devs and literal game devs into account.
    Roblox's default collision checks live in the client because (I suppose) Roblox provides you a free server. They can't afford making all these checks by default on the server.
    That's also why the part generated on the client didn't act the same as the generated on the server one, client had the ownership of that part and calculated everything on the client.
    Anything that is done on the client is insecure as you discussed on the video but it's generally not as simple as that.
    Doing calculations like that on the server has a cost, an actual cost, like literally you have to pay more CPU time and generally game developers don't want to increase those costs.
    A) They don't want a laggy game
    B) They can't afford it
    I suppose Roblox doesn't just give out free unlimited servers and those VMs also have their own limits. Doing all these checks on the server (if you don't optimize it well) will make your game laggy as server will have its CPU maxed out.
    Also the "exploit" you discussed on the video is literally just client-server desync. so it will be just that easy to fix. Only problem is to find out every edge case and have time to fix them all.
    Taking the examples you gave in the beginning into account, "exploit" also means things like aimbots to you. And these are not easy to fix at all.
    Lastly, fixing exploits is just a cat-mouse game. You'll succeed but just for somebody else to break your check system and the cycle goes on...

  • @justtemm
    @justtemm Před měsícem +7

    the cool part about this is that your forgetting that its ROBLOX devs, not passionate devs, ROBLOX devs.

  • @ZepyClown
    @ZepyClown Před měsícem +3

    how long did it take to record and edit this video?

    • @dr_mafarioyt4313
      @dr_mafarioyt4313 Před měsícem +4

      Must be a few weeks at least, this might be the highest quality anticheat video Ive seen all year

    • @uemoi
      @uemoi Před měsícem

      15 minutes, the record takes 11 minutes and 3 minutes done for opening an editor and press export.

  • @taberyokoshin
    @taberyokoshin Před měsícem +1

    Hey just curious but do you know how to add the shiny effect your golden headphones has to other accesories in game? As I've seen piggy have the same sort of lighting effect and was wondering how I could add it to one of my games. (Also your videos are great! Love your work.)

  • @paradino
    @paradino Před měsícem

    issue is, while you can execute local scripts, exploiters quite literally hijack the local script environment. Check if the player has .CanCollide disabled on his limbs? They can hook the __index metamethod to always return .CanCollide as true if it's checked by the anticheat script. Have a hitbox inside a wall which tells the server that you tried to noclip? They can disable the .Touched event. Raycasting to see if inside a wall? They can also hook the raycasting function to always say that you aren't noclipping. Remote event which triggers an anticheat? They can just hook the :FIreServer function to never actually execute it. Your only real way of stopping them is to make server checks, and it's still not straight forward to do, even on smaller games, let alone a giant fighting/shooter game or whatever.

  • @HeyShattered
    @HeyShattered Před měsícem +13

    It's al fun and games until someone exploits their way into making the custom player hitbox untouchable.

    • @universaltoons
      @universaltoons Před měsícem

      ce desync :)

    • @themomer5672
      @themomer5672 Před měsícem

      It actually is, the player can change anything inside their character, so if you were to delete that hitbox (assuming it’s located inside the player character, you CAN delete the hitbox to bypass basically everything.

    • @veggiepeasoup
      @veggiepeasoup Před měsícem

      @@themomer5672 the hitbox is called HumanoidRootPart, and deleting it breaks the character altogether (i think)

  • @AzureSpike
    @AzureSpike Před měsícem +3

    byteblox pls explain client and server in more videos 41 isnt enough for me

    • @AzureSpike
      @AzureSpike Před 14 dny

      @Venzux it was a joke he explains it in literally every video

  • @Oilybanana
    @Oilybanana Před 16 dny

    Good idea but make the part parent to a folder in the workspace because anything that gets deleted in character is also serversided.

  • @ThunderGam3z
    @ThunderGam3z Před měsícem +1

    Very informative! Thanks, I needed an anti cheat for my games!

  • @ungodlyaura
    @ungodlyaura Před měsícem +4

    that's a pretty shit way to stop noclipping, and ur trying to sell a course? lol
    "exploits are easy to fix" alright prove it, patch ESP and aimbot

    • @cclosure
      @cclosure Před měsícem

      impossible to patch esp and aimbot

    • @FacelessBillions
      @FacelessBillions Před měsícem

      what is ESP? I honestly forgot
      and yeah, i have to say ByteBlox is sketchy asf, like bro is fr selling a roblox studio course

    • @jenicke123
      @jenicke123 Před měsícem

      @@FacelessBillions ESP is seeing players/entities through walls

    • @FrogsAreGods
      @FrogsAreGods Před měsícem

      litteraly that course would make you worse at coding

    • @FrogsAreGods
      @FrogsAreGods Před měsícem +1

      @@cclosure forceibly cull everything that the player shouldent be able to see for esp and for aimbot i guess lie to the player and tell them the enemy is in like 14 diffrent places so the aimbot breaks

  • @BennydoesstuffYT
    @BennydoesstuffYT Před měsícem +7

    Not to late to delete this video bro 💀💀

  • @BuhuDoka
    @BuhuDoka Před měsícem

    your videos not only entertain, but they also educate!

  • @Wuffix
    @Wuffix Před měsícem

    for minecraft the devs of the game itself arent gonna remove hacks(unless theyre game breaking exploits such as a force-op) the server dev/owner needs to make their own AC(or get one) which is insanely hard to make because you dont wanna ban innocent players and the game has an insanely hard time differentiating lag & cheats

  • @arnavsaini3803
    @arnavsaini3803 Před měsícem +6

    "people who say first are cool" - someone who was first.

  • @clairedcaptions
    @clairedcaptions Před měsícem

    The client doesn't say there's no baseplate or that a wall has no collision, it says that according to it's own physics calculation, your player should be at ____ position. You have network ownership over your player so the server says "eh, alright!" and doesn't care. The only reason the server tells the client any information is so that the client can use it in it's own checks for each player. And then the server does physics for anything that it itself has network ownership over.

    • @FrogsAreGods
      @FrogsAreGods Před měsícem

      shhhh hes thinks hes the smartest person ever dont burst his bubble

  • @b3lowtoonatural524
    @b3lowtoonatural524 Před měsícem

    You actually can implement Server Authorative Movement. This is done by making the Client move first then checking in the server if it can actually move there
    For example if theres a wall the Client can check on raycast before moving but if that raycast was deleted to the client but was sended on the Server ( to validate movement ) then the Server can check the same thing as the Client but it would fail since theres a wall and it wouldnt be the real position of the Clients character
    For Reconciliation you can send the input on what's wrong on the Client then the Client goes back to the position of their validated movement then inputs the same keys again so that it matches on the Server
    This is seen on every AAA FPS game such as Valorant and CS (Counter Strike)
    Thats all hehe

  • @caakeee4119
    @caakeee4119 Před měsícem +4

    I’m just chilling at 11:00 PM EST (Canada) on a school night and I randomly click on this video.
    Like this comment if u want idk

  • @benn3035
    @benn3035 Před měsícem +5

    0 views in 60 seconds? bro fell off

  • @Your_Local_Animator420
    @Your_Local_Animator420 Před měsícem +1

    Summary:
    it depends on the games code, for example
    if an experienced exploiter, well exploits, depending on the games code, they will have a hard time to fix the exploit without it messing up other game mechanics, think of it like this:
    you want to kill an exploit that is behind a strong wall, now lets say you break this wall to get rid of the exploit but breaking the walls removes / messes code that is working perfectly, you rid of the exploit but your game is broken due to the code that got messed up

  • @Mielesplayz
    @Mielesplayz Před měsícem

    I'm pretty sure the movement is handled on the client, you send your movement data to the server, but the server isn't the one moving your character on your screen.
    (it just mimics the movements the client sends and sends it to the other clients)
    That's also why infinite jump, flying, manipulating jumpheight, manipulating walkspeed, changing gravity, forcing the player to sit, etc all works.
    Roblox trusts the clients to give valid movement to the server, if they didn't do that you would encounter input lag if you have ping.
    The walk on wall exploit is the most clear example of the client handing all the player movement.
    (Tell me if I'm wrong, but I'm pretty confident that this is how roblox handles it)

    • @byteblox100
      @byteblox100  Před měsícem

      That’s exactly what I said bro 😭

    • @alexskorpik11play79
      @alexskorpik11play79 Před měsícem +1

      @@byteblox100 you explained it like "client sends stuff to server, SERVER VERIFIES IF ITS A VALID MOVEMENT OPTION"

  • @Zero_WasTaken
    @Zero_WasTaken Před měsícem

    As someone who exploits because im curious and want to look under a map or delete a wall in a silly maze(client sided so noone except me sees or can interact with the deleted wall) i feel like patching major exploits is more important than silly ones, like sure you can go through a wall in a simulator but if you make them unable to access the stuff there then why patch it? You can always get an alt hack yourself or find a script for your game specifically if its popular enough look through the code and patch it (i dont code so idk if its even possible)

  • @alecverse-sky
    @alecverse-sky Před 28 dny

    I'm a web developer trying to get into Roblox development.. And even I can tell this is a completely unoptimized garbage fix.
    Good explanation of script exploiting + server vs. client for beginners tho

  • @Lachrymogenic
    @Lachrymogenic Před měsícem +2

    Theres a difference between hacks / cheats and bugs / exploits. Exploits are more like glitches in game's code that allows you to do things, without significantly modifying the games code at all. For example, glitching into walls with the camera glitch. Using stuff like JScript or Lua Script Injectors is not an exploit, but a hack, a cheat. When you exploit, you're exploiting an oversight in the game's code, when you're hacking or cheating, you are intentionally doing things that the game did not intend for you to do by measures that are invasive to the game's code (via injection etc) essentially, hacking it.

    • @K-Sha1
      @K-Sha1 Před 15 dny

      Exactly. For some reason Roblox players refer to hacks as exploits and never have I found a decent explanation as to why they insist on this rather than using the terms "hack" and "exploit" the way everyone else in the gaming space uses them.

  • @0e9795
    @0e9795 Před měsícem

    to prevent exploits is basically make the server run checks every minute and see if there's anything suspicious, for example: a player fires a remote when he doesn't meet the requirements, the server then will kick the player because he fires a remote that he doesn't have the requirements of; basically in general you should just make a simple scanning system

    • @SkuppyGamez
      @SkuppyGamez Před měsícem

      That will numb down the cheaters ability but not stop it.

    • @0e9795
      @0e9795 Před měsícem +1

      @@SkuppyGamez I mean, better than no measures right?

  • @renardstudios
    @renardstudios Před 23 dny +2

    Worst optimization ever, I mean if you game really relies on people not noclipping go for it, but that's a lot of requests and if you have lots of players it might be really laggy, plus if a user has a bad connection, on mobile for example, they might rubber all the time.

  • @cze4ever
    @cze4ever Před měsícem

    just add one more collision box - what do you mean you already had to scrap bunch of objects because you hit the limit ?
    just do everything server-side - what do you mean by the server is overloaded and it takes a minute to move everyone every single step ?
    the player still got through the wall even though you put all checks in place ? that is interesting as if the box that was pushing them somehow confused the collider so instead of pushing the player back it pushed him through the wall instead
    look - exploits are still a thing not because devs are lazy - some are here for over 30 years and clipping through walls is still in their games - there may be more factors at play here :)

  • @DivineFoxx
    @DivineFoxx Před měsícem

    Do note, you can also fix a lot of exploits by using sanity checks on your remote events, or make important events handled by the server instead of handling them via the client. That being said, exploits like no-clipping, flying, etc. can be fixed by checking a player's character and running sanity checks from the server.

  • @KnightClashR
    @KnightClashR Před měsícem

    4:06 same reference when doing inspect element on html.
    You can change whatever you wanted to be but its only on the client side (meaning only at your end) and once you refresh it (meaning you gonna update your client to the server) it will bring everything back 2 normal. Just saying, it excites me to see and how does this client and server and quickly think of this can be referenced to html

    • @uemoi
      @uemoi Před měsícem

      simply because html is a clientsided code, same for CSS. When loading a website your browser downloads and shows the html and css, as well as JS. "server-sided" stuff aren't part of the website, they're part of the server running it, the server runs scripts and database at the same time as hosting the website. And it's not referenced to html but internet as a whole, there's a client, there's a server, the whole internet works like that (unlike p2p)

  • @himv3g
    @himv3g Před měsícem +1

    byteblox i have an idea that might work (idk)
    what if we manually add collidable bricks and put them inside the players body like a hitbox *in the server* so when the player tries to noclip through the wall the parts that are server sided doesnt let the player to noclip because the parts cant noclip through the wall and the parts are the players hitbox
    would that work or would it be a buggy mess?

  • @Sweebys
    @Sweebys Před měsícem

    The .Touched event fires if the client interacts with said part on the client, exploiters can just disable the event from firing with a hook on their client and basically deny anyway of detecting cheats with .Touched but cool video. Any parts welded to the player counts as their local network part otherwise moving around would be laggy on the client.

  • @xidiocyx9749
    @xidiocyx9749 Před měsícem

    yes it is a very simple solution but the reason these arent used often is on a server with a considerable amount of people it is not going to be great for the server to have hundreds of lines of code running every second for every player touching anything. It would be a laggy delayed mess

  • @roscripter7832
    @roscripter7832 Před měsícem

    as a newer game developer to all this exploiter stuff. this was extremely helpful

  • @nil4456
    @nil4456 Před měsícem +2

    Simple fly anticheat: Detect humanoid floormaterial changes, they aren't replicated to the client anymore and are somewhat decent, you just need leeway

  • @enriqueedru8998
    @enriqueedru8998 Před měsícem +1

    Aimbot from what i have seen in games seems to have 2 tipes depending on the weapon projectile
    a example would be the bow from minecraft the projectile is slow so even if the aimbot makes it so the arrow goes where the target is they can just move of the way because the projectile is slow so aimbot speed the projetile or it makes it teleport behind the enemy u are shoting (imagine a portal in the guy stomach of the guy u are shoting and the other side of the portal is your bow)
    If the weapon has a instant projectile or a fast one the aimbot just makes the bullet shot where the guy is.
    so the way to fix the teleport aimbot would be to make the game check if the projectile is acting the right way (like not going faster that normal)
    Edit: im do not know to code so please do not critize me if the solution i said is wrong

    • @themomer5672
      @themomer5672 Před měsícem

      just Modify the aimbot to make it way higher to make up for the slow projectile speed.

    • @windy6191
      @windy6191 Před měsícem

      aimbot isnt about speed of the projectile cause the projectile is supposed to be created on the server. Its only the direction and maybe origin of the projectile that the client usually sends

  • @YM2IT
    @YM2IT Před měsícem

    this man has all his time at home to make videos fr

  • @xielu5782
    @xielu5782 Před měsícem

    example of lazy developers is roblox talent show. it have so lazy developers, i took multiple times hockey sticks and noclip through walls, even from performing as a performer, and only server host/admin could stop me, and instead of fixing or removing hockey sticks (nobody uses it on performance) just they prefer to cry and giving bans for glitch abusing. for this i got once banned on 3 days

  • @cyalata
    @cyalata Před měsícem +2

    Do a video on custom interactions please

  • @exirdus9793
    @exirdus9793 Před měsícem

    Just make it when a player is out of bounds of the map it will tp them back.
    Rather the (12-20) players detecting every single part inside the map in the server side 😭
    Or add velocity check of a player if it exceed a speed limit to your game.
    (But they will try to bypass this with tween flight, so they continue a common speed without tripping the velocity check)

  • @quantanixy_gaming_4000

    a big example of lazy devs is casual tf2

  • @silentdeath8582
    @silentdeath8582 Před měsícem

    Wow what a great fix bro! Almost like they can just whip out infinite yield btools and destroy the whole entire wall even if it was from client side and walk through it like nothing happened

  • @miskaur
    @miskaur Před měsícem +1

    exploits as the name states using weak points of your game to gain advantage
    on local side they have pretty much unlimited possibilities and especially with character - because it's first source of client-server replication
    don't try to prevent exploits - better try to lower advantage exploiters can get - just secure any way of client-server connections.

  • @halconnen
    @halconnen Před měsícem

    Best demonstration of the Dunning-Kruger effect I've seen recently. That or you're just intentionally being dense for views.

  • @shamanshorts
    @shamanshorts Před měsícem +1

    On roblox it`s probably easy to do these things, but let`s the library is the base for all those things...if the library is trash than good luck trying to fix all this stuff.

  • @user-we7pb4fk8r
    @user-we7pb4fk8r Před měsícem

    Exploiters can also just mess with players for fun but its rare to

  • @pawelosekdiament7681
    @pawelosekdiament7681 Před měsícem

    Yeah see there's a built-in function called "FilteringEnabled" which disables client modification of server values, meaning that clients can no longer change the CanCollide or CanTouch proprety values of a part and many more. You could do it because you're in Roblox Studio.
    Also not all exploits are so easy to fix, like this is Roblox bro, not TF2 which is made in a custom game engine (Source) and has It's own scripts for even simple collisions making it thousand times harder to even spot the exploit.

  • @miskaur
    @miskaur Před měsícem

    trying to prevent physical exploits is dead end - exploiters always gonna find ways to avoid it

  • @hello-lw9ti
    @hello-lw9ti Před 12 dny

    When devs had to choose between being lazy or being stupid?

  • @madrondc2
    @madrondc2 Před měsícem

    most noclip exploits have a renderstepped loop setting the local player's body parts can collide to false.

  • @Reppen555
    @Reppen555 Před měsícem +1

    yeah there is one game where you can punch people and unlock abilities and there was tons of exploiters on it, then another person made a knife version of that same game which had the same issues.

  • @ohkay2322
    @ohkay2322 Před měsícem

    they are, its just that things get past people

  • @inSOni01
    @inSOni01 Před měsícem +1

    AR2 devs are shaking right now...

  • @Boredgamer6699
    @Boredgamer6699 Před měsícem

    Thx bro i needed this

  • @ps_lol
    @ps_lol Před měsícem +1

    there's a way that fixed a noclipping by
    getting a position from player from server
    then if the player gets out of distance to be like 5 distance
    it will spawn raycast then checks if there's a part
    it will teleport back on old position
    Q: what about some players can backdoor the server
    this is easily can be done by while wait do,
    because this is the only looping script that won't be disconnected
    all u need things to do is clone the script first
    local Script = script:clone()
    and do it on while wait do
    if script.Parent == nil then
    Script.Parent = game.Players[playerName]
    end
    if my script works then thanks u