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Should I forget about preventing noclip exploiters on my game?

Asked by
Dfzoz 489 Moderation Voter
4 years ago
Edited 4 years ago

I want to spawn a block that becomes collidable for certain players that are inside it only after they get out of that part. Here is how it works:

  1. The server script creates NoCollisionConstraints for the collisionfiltering for everyplayer on a region equivalent to the blocks size and pos (which doesnt have any orientation, so the region is aligned with it).
  2. To remove the constraints, I tried to check magnitude on a loop, then regionswithwhitelist on a loop, and then I tried checking with TouchEnded. All of them server-sided.
  3. All of these options bump the players sometimes because of connection lag, so I added a clone of the check function to a localscript, like a double check.

It wont matter if I put a localscript like this that can be exploitable right? Its not like exploiters wouldnt insert their own NoCollisionConstraints anyway.

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Answered by
Dfzoz 489 Moderation Voter
4 years ago
Edited 4 years ago

Well I guess its basically Impossible to prevent noclippers unless you make a custom character that the server controls, which would lag input for the player. I think its better to just stop trying to prevent noclippers and instead work on a kick system with votes or a cheat finder that from time to time create a small loop that checks a specific player compares walkspeed with distance travelled and what parts currently touches them.

In my work I stopped making the server from checking the hitbox and started checking only locally now. No bumps are happening anymore, and the server check was actually what was interrupting the local one.

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Just because character movement is done on the server doesn't always mean that latency will be very visible. For example, movement can be simulated both on the client who is moving and the server. hiimgoodpack 2009 — 4y
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What happens is that a minimum of latency is enough to bump the player. I used to add the nocollisionconstraint server side, and then continuously checking it on server and locally. While local has better responce, server didnt. This game was a bomberman one, and while the server get signals to place bombs the clientside character move away from the position of where the bomb should be spawned, an Dfzoz 489 — 4y
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