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COMMUNITY QUESTION

Can exploiters take advantage of this script?

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

0

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).

0

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.

1 answer

The answer is yes, anytime anything is calculated on the client rather than server side; it's exploitable. All calculations & hit detections must be done on the server side to avoid exploitation & lag switching & collision latency can still be messed with to achieve impossible/difficult result without actual skill.

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