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Is this anti exploit method efficient? Could it be improved?

Asked by 5 years ago

So basically I have an idea of firing a remote every 15 seconds to the server from the anti exploit local script to make sure it wasn't deleted, I have a table, and I add every person who did fire the remote in it, and those who did not will not be in the check table and thus removed from the game, my concern in, could it make the game laggy? could it kick laggy players?

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If it does kick laggy players, how could I prevent this? KamikazeShard 23 — 5y
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What's your idea of an anti exploit script? protectiveebob 221 — 5y
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Um.. What if the exploiter just doesn't delete the script..? Shawnyg 4330 — 5y
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yes its efficient greatneil80 2647 — 5y
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no^ Shawnyg 4330 — 5y
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no no, the local script will be named 'Anti Exploit', the anti exploit will fire a remote every set of seconds, from the server, the server will check who didn't fire the remote, so basically, this means that they deleted the anti exploit local script KamikazeShard 23 — 5y

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Answered by
Aimarekin 345 Moderation Voter
5 years ago

It would be pointless.

Why would a exploiter stop firing a remote for no reason? It doesn't make sense.

What you could do instead is to hide your remotes using confusing names, create useless emotes and etc.

And, anyway, this wouldn't make the game laggy as it just fires a remote per client per 15 seconds. This would be useful instead to make a thing called "ping", which basically means checking if a player is online or not, and could be useful too to check a player's latency.

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