Basically all they can’t see are things locked to the server – such as ServerScriptService and ServerStorage. They can see and steal geometry, they can steal your scripts and modify memory at runtime. They can fire RemoteEvents with false information to the server (pro tip – never trust anything the client sends you, always verify it if possible).
A Server script can be put anywhere in the game and cannot be viewed. It does not matter where the script is located, workspace, serverscriptservice, playergui, ect… However, a local script can be viewed if client has access to it. This is because the way the exploit compilers work.
However, a local script can be viewed if client has access to it. This is because the way the exploit compilers work. From what I understand and my experience working with anti-cheats and other exploit technologies, roblox exploits inject a DLL into the roblox client.
This item is not replicated across Roblox’s server/client boundary. This object cannot be created with the Instance.new constructor function. ServerScriptService is a container service for Script, ModuleScript and other scripting-related assets that are only meant for server use.
This DLL messes with the memory ONLY on the client due to roblox adding client-server or FE. Now, the local scripts run on the client not server, meaning the exploit can compile the byte code using C++ based off the memory on the client. But as I mentioned, server scripts do not work in the same manner.
Roblox gives the player's computer full control of their character, so physics exploits (noclip, teleport, fly) are possible. Exploiters, however, cannot see anything that only the server can see (stuff inside ServerScriptService and ServerStorage).
Yes, scripts in ReplicatedStorage can also be accessed by the server.
ServerScriptService is a container service for Script , ModuleScript and other scripting-related assets that are only meant for server use. The contents are never replicated to player clients at all, which allows for a secure storage of important game logic.
Opening a server script in studio changes your playtest from client to server. In reality, from someone with experience in exploits, the client cannot see server scripts.
A LocalScript is a Lua source container that runs Lua code on a client connected to a Roblox server. They are used to access client-only objects, such as the player's Camera . For code run through LocalScripts, the LocalPlayer property of the Players service will return the player whose client is running the script.
It means it's selecting the parent of the script. For example. Say you have put the script inside a part. By doing script. Parent the script is refering to the part it's in.
ReplicatedStorage is a general container service for objects that are available to both the server and connected game clients. It is ideal for ModuleScript , RemoteFunction , RemoteEvent and other objects which are useful to both server-side Script s and client-side LocalScript s.
A container whose contents are only accessible on the server. Objects descending from ServerStorage will not replicate to the client and will not be accessible from LocalScript s. As ServerStorage is a service it can only be accessed using the DataModel/GetService method.
What is ReplicatedFirst for? ReplicatedFirst is most commonly used to store LocalScript s and other objects that are essential for the game's start. As the contents of ReplicatedFirst replicate to the client before anything else in the game, it is ideal for creating loading GUIs or tutorials.
Exploiting or cheating is unfair to all Roblox players and creates a poor experience for everyone. These actions are a violation of the Roblox Terms of Use, and will lead to the deletion of an account.
Very unlikely. Which isn't classed as exploiting… They can see Replicated Storage though. Clients don't have access to ServerStorage nor ServerScriptService (AKA, they can't see stuff in there).
Exploiters can see scripts in the Workspace but if they aren't LocalScripts, then they can't see their contents or anything. Server scripts don't have their bytecode (what's necessary to interpret and run the code) sent to the client, so likewise they can't access any of it's content.
Toggles whether or not the loadstring function can be used by server scripts. Defaults to false.
Determines if an Instance can be cloned using /Instance/Clone or saved to file.
Create a copy of an object and all its descendants, ignoring objects that are not Instance/Archivable|Archivable
Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections and calls Destroy on all children.
Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.
Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.
Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.