I asked this question yesterday but never received a solution so I am going to ask again. I am really new to scripting and I am making a speed run game that will start the player's timer on their GUI when they touch a Part. The timer is saved as a leaderstat and I am using remote events to add to the timer. The touch event is in the player GUI and the calculations for the player's time are in the server script. Again, I am pretty new to scripting so is this a valid way of scripting my game while also preventing exploiters from tampering with their speed run times? Any help would be greatly appreciated
Local Script inside player's GUI
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local remoteEvent = ReplicatedStorage:WaitForChild("ShowTime")
local Clear = ReplicatedStorage:WaitForChild("ClearTimeran")
local Replace = ReplicatedStorage:WaitForChild("Replace")
local SpeedBrick = workspace.RunBlock
local EndBrick = workspace.EndBlock
local go = true
local db = false
SpeedBrick.Touched:Connect(function(hit)
local startplayer = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
if startplayer ~= nil and startplayer == game:GetService("Players").LocalPlayer then
if db == false then
db = true
Clear:FireServer()
repeat
wait(0.1)
remoteEvent:FireServer()
---SHOWING ON GUI---
local player = script.Parent.Parent.Parent.Parent.Parent
local leaderstats = player:WaitForChild("leaderstats")
local stat = leaderstats:WaitForChild("runningtime")
local besttime = leaderstats:WaitForChild("time1")
script.Parent.Text = stat.Value
stat.Changed:Connect(function()
script.Parent.Text = stat.Value
end)
if stat.Value < besttime.Value then
local ColorNew = Color3.new(0.333333, 1, 0) --GREEN
script.Parent.TextColor3 = ColorNew
end
if stat.Value > besttime.Value and besttime.Value ~= 0 then
local ColorNew = Color3.new(1, 0, 0) --RED
script.Parent.TextColor3 = ColorNew
end
-------------------
EndBrick.Touched:Connect(function(hit)
local endplayer = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
if endplayer ~= nil and endplayer == game:GetService("Players").LocalPlayer then
go = false
end
end)
until go == false
end
wait(0.5)
db = true
end
--Clearing timeran and replacing leveltime
if go == false then
local player = script.Parent.Parent.Parent.Parent.Parent
local leaderstats = player:WaitForChild("leaderstats")
local stat = leaderstats:WaitForChild("runningtime")
local leveltime = leaderstats:WaitForChild("time1")
if stat.Value < leveltime.Value then
Replace:FireServer(leveltime,stat)
script.Parent.Parent.BestTimeValue.Text = stat.Value
elseif leveltime.Value == 0 then
Replace:FireServer(leveltime,stat)
script.Parent.Parent.BestTimeValue.Text = stat.Value
end
end
end)
Server Script
local remote = game:GetService("ReplicatedStorage")
local remoteEvent = remote:WaitForChild("ShowTime")
remoteEvent.OnServerEvent:Connect(function(player)
player.leaderstats.runningtime.Value = player.leaderstats.runningtime.Value + 0.1
end)
Please ask me if you need any more information. Thanks so much!

2 comments
Basically, as long as the value for the run's time doesn't touch the client you should be fine. Not too sure exactly what you mean by "add to the timer", it would probably be a better idea to have the time sent to the leaderboards be the starting time subtracted from the finish time (use os.time).
Ok, so what I meant by "add to the timer" was that once the player touches the part, it will enter a repeat until loop and wait(0.1). Every 0.1 seconds it fires a remote event to the server that takes their leaderstat value 'runtime' and adds 0.1 to it. It is keeping track of how long it takes them to complete the course. I hope this helps.