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Is it safe to store all game assets in a module script? More info after title.

Asked by 6 years ago

Here's my procedure for the test:

  1. Make test assets...
  2. Add a ModuleScript and code it WITH the codeblock from the wiki (as added below)...
  3. Parent all test assets to ModuleScript...
  4. Name Module as "MainModule" and upload to ROBLOX...
  5. Make a new script/local script...
  6. Code it, require()ing the MainModule via the asset link, then call, and...
  7. Run all the test assets in the game. (if needed)

The reason why I want to accomplish this is because I want to make some sort of copy-protection of assets by coding the ModuleScript to know exactly what game sent the call to request assets (not by making the game send its PlaceID or whatnots as arguments to the Module as it is an easy task for exploiters...).

I wanted to start right now but what the wiki says:

local children = script:GetChildren()
  script = Instance.new("ModuleScript")
  for _, child in pairs(children) do
      child.Parent = script
  end
  

"This will replace the ModuleScript with a blank ModuleScript, which means even if an exploiter gets a reference to the ModuleScript and manages to save it, its source will be blank."

... makes me feel curious, like I want to do a test but I don't have the skills.

Even though I can trust this and the codeblock, I still want to make sure it's completely safe to do so. I needed an answer to this question before I start working on it because if I completed it and I realized it won't work or I'll ask this question after completion, I might have wasted my time.

Please do not answer negatively. Thanks for your feedback.

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If you really care about exploiters getting it just place it in ServerStorage or ServerScriptService User#19524 175 — 6y
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TBH I am still unsure of doing so because Lumber Tycoon 2 has been copied actually. Saw it on Flamingo/Albert's video of "modded" games. Bilinearly 58 — 6y

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