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Step one: set up variables and the strike tables. This is from my free-to-use basic anti-fly. local FlySettings = {. StrikesUntilRefresh = 6; -- if the player is above MaxHeight this many times, they get refreshed. StrikesUntilKick = 5; -- when a player gets refreshed this amount of times, they get kicked.
local part, position = workspace:FindPartOnRay(ray, character) --// get what the ray might have hit. if part then. local difference = (currentPosition - position).Magnitude --// difference in position as a scalar. if difference > threshold then. return true.
function fly() end. This is going to be the bulk of your code, and I’ll write a fairly quick example of how you could write the flying “physics”. First things first, you need a few variables set up. I’ll lay them all out here: local myPlayer = game.Players.LocalPlayer. local myChar = myPlayer.Character.
Roblox Server Sided Anti Cheat [Fly, Teleportation, JumpPower, WalkSpeed] (Search Engine) Here’s a quick little script I wrote together for my future portfolios, free to use. Note: It’s not meant to be pretty and if you find any problems comment on the thread and I’ll fix it. Server Script (Parent Of Configuration Module) -- // Written By .sinkz / Sinkl0z -- // Variables local ...
3 Likes. craftpast (Craft) October 5, 2023, 7:41pm #8. I would say for most flying hacks, the player is using platform stand to fly. They just inject local scripts using an executer, but you don’t need to worry about hacks that much because almost all the big executors don’t work because of the Roblox 64-bit update.
So hopefully this gives you some things you might want to use. Another thing, if you just want to make a fly command, you could just use Kohl’s Admin. Finally, if the reason you want to make a fly command is to look at the other players, you could just use Shift + P in a Roblox server and use Roblox’s built in Free Cam for the developers of ...
Hey everyone, I’m working on building an anti-fly cheat system for my game, and I’m looking for some feedback on my approach. I’ve seen some examples online, but they’re not always effective, so I wanted to come up with something better. Here’s what I’ve thought of so far: Fire a raycast towards the below of the character. If the raycast returns nil, there might be a chance the ...
Server: If i make this server-sided then it will never fly my character because when i make it fly on the server i use this piece of code. if Humanoid:GetState() ~= Enum.HumanoidStateType.Flying then. Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, true) elseif Humanoid:GetState() == Enum.HumanoidStateType.Flying then.
2. Raycast down the global Y axis and obtain the distance of the ground from the character. 3. Apply some old physics to see in how long the character should reach the ground. 4. When the time comes, check if the character is still in air (so people don't get detected for jumping.
I went on google and literally just searched “Fly script roblox” and about 90% of them are made by putting a BodyVelocity or a BodyGyro inside the HumanoidRootPart. So what would be reasonable is to check if any of those things is being added to the player’s HumanoidRootPart and if so you could kick them, example : (LocalScript)