create an advance anticheat for roblox sutdio using LuaU :"How It Works

Here’s a quick breakdown:

Encrypted Communication:
The client sends data to the server via Remote Events, but every message is encrypted with custom encryption. The server decrypts and verifies these messages, and any instructions sent back are also encrypted. 2. Integrity Verification:

To prevent exploiters from tampering with the Remote Event (like deleting or manipulating it), the server sends an encrypted “ping” every 2 seconds. This ping contains custom instructions that the client must encrypt and send back, proving that the client-side anti-cheat is active and responding. If the server doesn’t receive a valid response with the correct encrypted instructions, it will terminate the player’s session. This ensures that even if an exploiter deletes the client-side anti-cheat script, the server will detect the lack of response and take action. 3. Client-Side Monitoring:

By operating partially on the client, the anti-cheat can monitor several aspects in real-time (e.g., movement speed, tool usage, etc.). When suspicious behavior is detected, the client sends an encrypted message to the server for verification and possible action. 4. Obfuscation:

To protect against reverse engineering, the client-side script is obfuscated, making it significantly harder for exploiters to view or replicate the encryption logic. Why This is Different

This approach ensures that, even if the client-side script is accessed, it’s not straightforward to break. The constant ping-and-response system means the server is actively checking for a live anti-cheat presence, which is challenging to bypass without deep knowledge of the custom encryption and obfuscation.

Open to Feedback

I’m really excited about this idea and would love to hear your thoughts! Are there any potential bypasses or weaknesses I may have overlooked? I’m looking forward to any suggestions or feedback, as I’m eager to improve this system. Punishment requests are now synced with ping requests, so every ping response includes a table of reports. This change prevents exploiters from filtering out punishment requests while allowing pings to go through. With punishment and ping requests combined, exploiters can no longer easily distinguish between the two, enhancing overall security. I’m enhancing our security protocols by implementing a more sophisticated method for managing encryption keys between the client and server. Here’s how im going to implement it:

Dynamic Key Generation: The server creates 50 string values, each assigned a unique, random 30-character name. Both the names and values are refreshed every 0.4 seconds to maintain high security and prevent predictability. Secure Key Retrieval: The client uses a specially encrypted default key to securely request the next encryption key from the server. This process allows the client to access one of the 50 dynamically generated strings stored in replicated storage. Protected Communication: The client must obtain one of these randomly generated encryption keys to decrypt the server’s pings. This ensures that attackers cannot intercept or access the encryption keys to decode the special prompt needed to respond to the server’s ping requests. This layered encryption mechanism significantly strengthens our system’s security, ensuring that communication between the client and server remains secure and resilient against potential attacks.

im really excited to see an exploiters reaction to seeing a replicatedstorage folder with 50 string values that change their names every 0.4 seconds dintory — Yesterday at 1:11 PM Add rubberbanding" thats my ideas so far and include more anti measures that triple A games also uses remember we are in roblox studio and add other systems rather than just ping itself.