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The most basic hack could alter the player’s WalkSpeed, and more advanced hacks can change their FPS. This means we need a way to detect ALL speed hacks, not just a specific method of doing it. The best way to detect a speed hacker is to check their location on the server. If a player seems to be moving too fast, we stop them. We cannot rely on properties like WalkSpeed or Velocity to catch a hacker, but we can compare their positions to see if they’re cheating! Don’t freak out if that sounds too complex for you, because it’s actually really easy. To begin, place a script into StarterCharacterScripts. Let’s add some variables first: local maxspeed = 22 -The maximum distance the player can travel within a check time. If we make checktime too fast, like ".1", the script will be recording positions too fast and thus will fail to work correctly! Local checktime = 1 -How many seconds we wait before we record their speed. Local root = script.Parent:WaitForChild("HumanoidRootPart") -Get HumanoidRootPart so we can keep track of the player's position. Local lastcf = root.CFrame -We will store the player's CFrame so that we can move the player there if they seem to be hacking. Note the values for maxspeed and checktime. They need to stay somewhat proportional to each other, or we might get false readings!Īlso note how I didn’t make maxspeed 17, directly above the default 16 WalkSpeed. If math.floor((Vector3.new(lastcf.p.X, 0, lastcf.p.Z) - Vector3.new(, 0, Now, for the actual checking, add this beneath your variables: while wait(checktime) do This is because we might get false positives from slower players who are still moving at 16 WalkSpeed but appear to be moving slightly faster to the server. )).magnitude) > maxspeed then -We compare the length of the last known position, lastcf.p, with the current position, root.Position. If it's greater than maxspeed, they're hacking.
