One of the most common tricks in the hackers book is to play with their network latency. The most we can do is make it unexploitable / fair and try to hide it with some magic tricks. It is the unfortunate truth that there will never be a way to truly fix latency issues. How do you handle hit detection in your games? What works best at both giving the shooter instant feedback when he fires his weapon, while also being exploiter proof so that clients can’t spam hit markers on players they never could have hit? So, if anyone else has experience with this I would really appreciate some help. A solution would be to make it so shots are valid if they’re within 20 or so studs of the victim’s rewinded position, but that makes the script less reliable and less effective at stopping exploiters. The problem is that when it’s on a server with real players, and fluctuating ping, the positions never seem to be completely accurate and can often be way off (10+ studs) from where the shot hit and the player was at the time of the shot based on the shooter’s ping. This works in studio with simulated latency within a margin of error of about 1 stud between where the player was, and where the hit registered. I tried to implement lag compensation, where you save the positions of all players and their ping and rewind time when they get a hit, then do a server sided raycast to check if the hit was valid. There is also no point in checking if a client has pressed the F9 key, since you can only check for input on the client, an exploiter can simply delete the script or make changes to it.I’m trying to solve the issue of client based hit detection on weapons (so that you get instant feedback) and doing server sided checks so that exploiters can’t abuse it. You cannot prevent an exploiter from viewing the developer console. An exploiter can either press F9 to view the developer console or just type it in the chat. Yes, the source and byte code of a local script is replicated to the client (if they are placed in a container a client can access it) You may also check for teleporting and other exploits via the server. Additionally, do as little as possible on the client (exceptions include UI handling and etc). If your game uses remotes, validate them on the server. If the exploiter does funny stuff on the client, their actions obviously will not replicate to the server through FilteringEnabled and will just be ruining the game for themselves. Exploiters have full control on the client, so you can’t really protect the client side. There isn’t no “best way”, exploiters can’t access the server and if they can, it’s through a backdoor in your game. – can I disable /console for all players by using this script ? : – is client-side scripts are visible to player ? – what is the best way to protect my game from server-side/client-side ? StarterGui:SetCore( "DeveloperConsoleVisible", false ) You can just make it false via the core gui settings Usually you can get rid of these by making sure you understand all of your scripts and there is no ‘hiden’ scripts in random parts.įor the script you posted, I’m guessing you want to disable the developer console. If you have backdoors in your game then exploiters could make server sided changes, backdoors are usually from free models, botted plugins and such. Roblox games are fine unless you make certain features for them to manipulate. They can manipulate certain features though, such as firing remote events, if you are using remote events make sure you have them secured on the server end as well as the client. There is already lots of posts about this sort of thing and make sure you put this in the right category, but if someone is exploiting your game and there is no backdoors or leaks they will only be able to control the client side, therefore if they deleted the whole workspace it would only effect them.
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