![]() Quickly made a module, it’s not perfect but it works. How would I incorporate the ping number into the formula? Also, what other checks could be made with this data? This does use data from the client (yes, I know “Don’t trust the client.”), but I also have server checks too that don’t rely on the client to send accurate information. This does replicate to the server, so there’s that. Another data point that I am using is the linear velocity that all parts have, including players. ![]() However, from what I have observed, these numbers tend to be inaccurate because they exceed the threshold by 2 or 3 times. When I figure in the ping time of say…32ms, the allowed max distance is 0.778. The most the player can travel is 0.267 studs. Without figuring in the ping, at 0.01667 seconds and a walk speed of 16. ![]() Right now I have this: local multiplier = 1.0 I was looking into extending the dtime by adding in the ping time, but I’m not sure how to do that. If dist > (dtime * Humanoid.WalkSpeed) thenĪpparently, this will give a lot of false positives for lagging players. It seems that most of the server side methods follow this general outline: local root = Character:FindFirstChild("HumanoidRootPart") In my foray into writing an anti-cheat, I’m exploring speed hacking and how to detect/prevent it. ![]()
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