What can exploiters access/do when FE is enabled?
clients can fire or invoke the server, using :FireServer()
or :InvokeServer()
. though theres ways to stop an exploiter from taking advantage of your remote communication by never trusting the client. usually you should be doing things on the server, and handle things that can be handled securely on the client like listening for user input.
client
--stuff remoteEvent:FireServer("printBrick", instanceName)
server
remoteEvent.OnServerEvent:Connect(function(player,printBrick, name) if printBrick == "printBrick" then if player:GetRankInGroup(0101010) > 233 then -- checks if the client's group rank is higher than 233 print(name) -- prints the name else player:Kick() -- kicks the player if not end end end)
how to use RemoteEvents properly
exploiting is taking an advantage of something inside your game (bad remote communication, a game bug, etc). hacking is getting access to data in your game and editing things inside it.