will be punished by being force-teleported back to where they started over and over until they stop.ĭon’t ask me about github, I’m going the easy route to maintain updates in this topic alone. Teleporting through walls, long distances, etc. Finally, the third detection is teleport cheating. If the player is up in the air longer than makes sense for your game, it will “ground” them over and over until they stop. The second detection is flying detection. If a player is running/moving/whatever faster than they should, it will stop them in place until they stop. This anti-cheat service detects (3) types of client based cheating and performs a “soft punishment” when detected. I’ll post up some video examples, but this first post is just getting the code out and how to install it in your game. With this resource, anyone can get some good, basic, anti-cheat service going for any game to spend more time doing what you love to do. I understand that developers want to devote their time to “developing” and not so much to combating cheaters. What I am offering to the community is a server based anti-cheat system that covers most of the basic types of cheating with lots of tune-able settings and detailed explanations for how to use them. I have read about various client based anti-cheat resources here and I’m not going to wade into any political debate about client anti-cheat vs. I’ve noticed in my time playing lots of various Roblox games here that hacker cheating is pretty rampant among the top games.
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