I'm shying away from trying to catch scripts in the code itself. The issue is, you just can't catch them fast enough. And you're using up performance. Also, scripts run in the scheduler so they can end up running slowly with unpredictable results especially when in a loop. Checking constantly for something is a huge drain on the system.
I see that approach like DRM, you end up affecting legitimate players and not really getting those who are getting around it, so why bother?
The issue needs to be dealt with at an engine level, so that it runs correctly and in line with how the application was programmed. Otherwise, I write some clumsy shitty script monitor to check, use up some of the frame checking, degrade the players performance, and very quickly a new way to get around that can be found.
As I said in my first post, this is not a battle I can win. Only by altering the anti-cheat and engine mechanisms can anything be realistically done. Well, from what I can tell anyway.
Write a nuking script, find a way to stop it, make another one, find a way to stop it, make another one, find a way to stop it. That's the best middle-ground of the way you can get.
I have posted how to crash servers before, in case BI cares. Infact I posted one of the methods of crashing servers (Found about 4 a few months ago when I was fucking with UL. Damn I don't like those guys)
I actually also have a method of stopping this at engine level, but it's not a clean one and is defiantly not a permanent solution to any of your problems. Considering how much fucking money you have made BI you would think they would help you, eh?
I did end up writing a bunch of things about why people are perceived as they are, but it's not worth it.