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Will using FE prevent exploiters from stealing code?

Asked by 6 years ago

In the past, I've had some of my copylocked places stolen as well as the scripts contained within them. I've never released them to the public nor ever made them uncopylocked at any given time.

Private Modules have proven to be unsafe as well with exploiters being able to somehow pull the code off the link of the require()ed module script even if it were parented nil and archivable was set to false.

I need to know FilteringEnabled can prevent code from existing on the client side and by extension, prevent exploiters from being able to access a script(s) source.

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Answered by
H4X0MSYT 536 Moderation Voter
6 years ago

Yes. Anything client side will obviously be available. Anything in ServerStorage, or ServerScriptService is fully secure with fe. (May be secure without fe). If you are scared, you can actually make the scripts source nil I think, once you run the game (ie the last line sets source to nil)

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I tried setting **script**.Source to nil, but it returns an error. I looked at the wiki and apparently we're not allowed to mess with it. Encladeus 31 — 6y
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Its supposed to be script = nil. Once a script runs, changing it won't affect it unless you change the disabled property. H4X0MSYT 536 — 6y
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