Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

Tracking Remote Event's Firing Source?

Asked by 4 years ago

Is it possible to when a remote event is fired, to get a variable on what script fired it? like:

--Server Side
local RemoteEvent = game.ReplicatedStorage.Events.RemoteEvent

RemoteEvent.OnServerEvent:Connect(function(player)

end)






--Client Side
local RemoteEvent = game.ReplicatedStorage.Events.RemoteEvent
RemoteEvent:FireServer()

Is there a way to figure out what local script fired it without sending it through the FireServer() <--, trying to make an anti exploit script to make sure only a certain script fired it. I don't know if something like this is even possible, if so any recommendation on how to would be super helpful.

Thankyou.

0
Is there a reason why you're being this careful? Most of the time the client should be asking for data and not sending the server something important like damage amount. Also recommend to actually complete the project you're working on (Maybe even just the networking part) before looking into making it more secure. xPolarium 1388 — 4y
0
No. pidgey 548 — 4y
0
There is absolutely zero way of knowing when a client has legally fired a remote, or illegally fired a remote. This is why people always say "don't trust the client," because the client is literally the individual's machine which they can manipulate quite easily. ScriptGuider 5640 — 4y
0
You can just send extra boolean. If your script fires, it sends true but if hacker tries, they wont put anything as they dont know about extra parameters. Yuuwa0519 197 — 4y

Answer this question