This is a common phenomenon in all executors called False Positives. PD: I saw your channel and your content has be really useful! For once I’m happy about a Roblox Studio developer. The reason these flags get falsely set off and detected as a malicious software, is because of the DLLs in Evon which are used to inject into Roblox. Perhaps I could make certain abilities check for part.Position instead? Would that make exploiters able to abuse it? How would I work around this? I plan on having certain abilities that can make the player go from one position to another really fast. Exploiters could fake the hit that way, right?Īntihack.GetPosition() wouldn’t work if my player teleports with an ability. How can I make a hitbox system for projectiles? I haven’t yet made the projectiles but I’m going to in a few days deeper in development so the method to handle the projectiles is not defined - you can tell me which would be best for this scenario (like using beizer curves / tweening)Īnd how could I validate that hitbox? Currently, if I do a distance check, it would have to be a huge distance. Take in mind this is for a class-based fighting game. I really liked your explanation and the video, but I’ve got some issues now: I’m not saying this is the best in any way, but thats how I typically do things. I mean theres a lot of ways you could go about it. 1 ill fire a remote to deal the damage, or ill damage client side and then fire a remote after damage has taken place checking the humanoids health to see if its equal to 0. After that if the part is in range I either do 2 things. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects. This a drop-in replacement for the stock Roblox bootstrapper, working more or less how youd expect it to, while providing additional useful features. An basically I use a spawn function and loop through the workspace to check for anything matching up with the magnitude then raycast the distance between the person and part thats supposed to be damaging. To associate your repository with the roblox-hack topic, visit your repos landing page and select 'manage topics.' GitHub is where people build software. You cant use touched client side obviously so I use a combination of raycast and magnitude > I wouldn’t recommend region3 due to hitboxes always being super unreliable with specific detection. Finally, I created a loading screen with a dragon that can be moved around using the arrow keys while I am connecting to the new server.Īnyway, that just about summarizes it.The way I track everything client side is > Client fires to server > server checks which request it is ( which is looking for the specific skill) > Server then fires to client > client sends information to a module and in the module I create the skills. Then, in the second demo, I walk back to join players from the previous server. In the first demo, I walk across the bridge and as I do I am connected to a different server. If you keep an eye on the upper-left you can see the current server and place that my character is playing in. The video I have linked shows some of these in more detail. Exploiting or cheating is unfair to all Roblox players and creates a poor experience for everyone. A couple of use-cases I had in mind were: Basically, it’s a way for instances to exist and continue running when connecting to and from different game servers. I worked on a project called ‘Persistent Client’. Download for free and play full version of Roblox, a (n) adventure game, Client/Installer v.2.535.277, for PCs and laptops with Windows systems. I thought it would be a nice idea to dive a little deeper into my hack week project from 2019. This is an installer for Roblox, a free-to-play online game platform and game creation system that allows users to program games and play games created by other users. This is a week where us engineers get to try out some of our cool ideas for the platform.
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