I'm currently creating an FPS, core systems are up and working I believe. But how I work is script everything on the client side, then convert certain aspects such as hit detection into Remote Events as to allow other players to get damaged. But I have a few questions which I am slightly confused about and may someone clarify this for me (I'm not asking for a script, just some guidance).
How do you make guns anti exploit?: Players can just set the parameter of the RemoteEvent to any player and kill them, and creating a ray casting from the server would cause a delay and may prove disastrous in fast pace action. So what I did was is set the parameters as (hitHumanoid, hitPos), so this would check on the server if the hit humanoid is roughly in the same position as the hitPos if it even exists. But I believe this can be cheated still.
events.GunFired.OnServerEvent:Connect(function(plr, hitHumanoid, hitPos)
How do I work with automatic guns?: If guns are firing at an automatic rate, maybe 10 rounds a second, I can imagine the easiest way is to fire the event that many times individually. But now the problem I believe is risking the event to be "exhausted" which has occurred before with another game of mine. I believe this occurs when the 50kb/s data transfer limit is reached. So how could I exactly could I achieve automatic guns? Unless what I am doing now with individual events is fine?
Thank you in advanced.
