Co-Founder Atlantic Studios · Banana Loader Creator
I'm Emre — author of Banana Loader Anti-Cheat, currently running live on Bundeswehr Roleplay. I build production-grade Luau systems: Anti-Cheat, TvT matchmaking with private-server teleport, Money APIs, rank frameworks, and movement systems.
Live protection on Bundeswehr Roleplay — 7 specialized security modules
-- Banana Loader Architecture (ServerScriptService)
BananaLoader (Script)
├── AntiFly (ModuleScript) — Multi-layer fly detection, staggered heartbeat loop
├── AntiGodMode (ModuleScript) — 4-layer health/humanoid validator
├── AntiWeapon (ModuleScript) — Weapon payload & damage validator
├── AntiDex (ModuleScript) — CoreGui / memory scanner
├── AntiIY (ModuleScript) — Infinity Yield detection engine
├── AntiFling (ModuleScript) — Physics velocity & angular momentum solver
└── AntiAbuse (ModuleScript) — Player Behavior & Animation Monitor
Multi-layer fly-hack detection with 3 trigger conditions: Airtime (>1.5s), Hover detection (8 frames), and unnatural ascent (>18 vel). Uses a 2-tier raycast approach — fast-path single ray first, then multi-ray with 4 offset points for edges and narrow platforms if suspicious. Checks are distributed via a Staggered Heartbeat Loop (max 3 players/frame) to preserve performance. 2 violations → Kick.
4-layer humanoid validator: MaxHealth manipulation (resets to 100), Health overflow (Health > MaxHealth + tolerance), Health snapback detection (health jumps back up after damage — 3 snapbacks = flag), and WalkSpeed/JumpPower abuse (>100). Illegal values are corrected immediately via pcall, violations accumulate until punishment via SaveSTSComm.punishPlayer().
Real-time scanner of the CoreGui hierarchy and player memory against Dark Dex, game-tree dumpers, and GUI scrapers. Detects unknown ScreenGuis and suspicious instance names characteristic of executor tools.
Detection engine against Infinity Yield command bar hooks, global environment injections, and executor script calls. Monitors suspicious _G entries and RemoteEvent calls typical of IY users.
Physics validator monitoring AssemblyLinearVelocity and angular rotation. Detects fling exploits via abnormal velocity spikes affecting nearby players. Spinbot detection via rotation speed tracked across multiple frames.
Server-side behavior monitor detecting animation abuse, griefing, and unauthorized character state manipulation. Tracks animation trigger frequency, illegal emote loops, and spam patterns. Integrated into the SaveSTSComm flag system.
Weapon payload validator for all incoming RemoteEvent damage calls from the Carbon SEngine. Validates the auth token (if not Auth or Auth ~= "Auth" then player:Kick()), prevents weapon spawning, infinite ammo, rapid-fire hacks, and modified damage values. Directly integrated with the Carbon SEngine damage event system.
Production Systems — Main Game
All systems below are actively running in-game — analyzed directly from Roblox Studio source code.
TvTV2_Matchmaker (Script)
Full Team-vs-Team system with an opt-in prompt via RemoteEvent (OptInPrompt:FireClient()), a 20-second collection window, then a private-server teleport via TeleportService:ReserveServer(ARENA_PLACE_ID). Transfers team assignments, match ID, and player count as TeleportData into the arena server. Supports /tvt random, /tvt [team1] [team2], and auto-matchmaking. Blacklist for non-combat teams. Auth via group rank ≥ 252 or DivisionCommanderRank attribute.
MoneyCore + MoneyAPI + PaycheckAPI
MoneyCore initializes a CashData folder with an IntValue (Cash) on PlayerAdded, waits for the ProfileStore profile, and bridges all changes back via cash.Changed:Connect() into profile.Data.Money. MoneyAPI exposes AddMoney(), RemoveMoney(), and SetMoney(). PaycheckAPI handles automatic salary payouts. Admin commands via Cmdr: GiveMoney, RemoveMoney, SetMoney, ResetMoney.
RankHandler + TeamRankHandler + DivisionRankHandler
Three-tier rank framework: RankHandler manages base ranks, TeamRankHandler handles in-team promotions, and DivisionRankHandler + ArmyRankHandler manage the division hierarchy. Admin Cmdr commands: GiveDivTeam, RemoveDivTeam, RemoveTeam. Rank checks use the Roblox Group API (player:GetRankInGroup()) combined with string and attribute-based division commander roles.
RobberySystems — LockerManager + HackingManager
Two-part robbery system: LockerManager controls access to secured areas (lockers, armories), while HackingManager drives the hacking mechanic during raids. Connects workspace objects to server logic via ProximityPrompts and RemoteEvents.
SSS@Riot System — Riot Script + Config
Server-wide riot event system. The admin command /riotstart via Cmdr triggers the Riot Script with a configurable config module. Controls team states, spawn points, and event flow through the Workspace Riot System folder.
Journey & Milestones
Founded
Co-founded Atlantic Studios — responsible for the full scripting architecture, backend systems, and security.
Flagship Project
7-module anti-cheat engine with staggered heartbeat loop, multi-raycast detection, 4-layer health validation, and SaveSTSComm API — actively running on Bundeswehr Roleplay.
Competitive System
Team-vs-Team system with opt-in UI, 20-second collection window, ReserveServer teleport into a dedicated arena, and full TeleportData payload for match persistence.
Economy & Data
Full economy system with ProfileStore data persistence, bidirectional Cash.Changed bridge, and automatic salary payouts.
Open World & Movement
Custom movement frameworks for open-world games — momentum sliding, vaulting, sprinting, dynamic camera sway, and full UI scripting.
Technical Stack
Security
Game Systems
Data & Movement
Work Together
Anti-cheat systems, TvT matchmaking, economy APIs, movement frameworks, or general Roblox scripting — reach out.
Status
Open for commissions: Anti-Cheat, matchmaking, economy systems, and studio roles.