EvanHolt
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| Joined: 06 Sep 2008 |
| Total Posts: 1264 |
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| 20 Oct 2015 07:24 PM |
Lots of people who have played a certain game of mine have told me about hackers in the game. And I mean most of the people who have talked to me at all about that game have at least mentioned hackers, particularly hackers that add in sounds to the game.
I have had Filtering Enabled turned on since I started developing this game, but that doesn't seem to stop them. Is there anything else I can do or any scripting I can do that would lessen the amount of hacking going on? |
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| 20 Oct 2015 07:25 PM |
>filtering enabled is on >still have hackers
youre doing something wrong then
[[ Youll never quality post like I do ]] |
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EvanHolt
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| Joined: 06 Sep 2008 |
| Total Posts: 1264 |
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| 20 Oct 2015 07:27 PM |
Trust me, I'm just as confused as you are. What could I be doing wrong?
[ George Orwell taught me math! 2 + 2 = 5 ] |
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| 20 Oct 2015 07:36 PM |
> Turns filtering enabled on > Expects game to instantly be 'exploitable-free' |
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EvanHolt
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| Joined: 06 Sep 2008 |
| Total Posts: 1264 |
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| 20 Oct 2015 07:39 PM |
I know FE isn't perfect, but you can't blame me for thinking it would at least fix some of the problems.
[ George Orwell taught me math! 2 + 2 = 5 ] |
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| 20 Oct 2015 09:20 PM |
http://www.roblox.com/Forum/ShowPost.aspx?PostID=154084633
I highly suggest you read this |
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EvanHolt
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| Joined: 06 Sep 2008 |
| Total Posts: 1264 |
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| 21 Oct 2015 04:03 PM |
That's not what I was asking by posting this. I know that FE doesn't fix everything, obviously with the experience I posted about I would know this. And I'm not at all asking why FE doesn't fix everything. I was asking for specific ways that I could reduce hacking.
The only reason I mentioned FE at all was to prevent people from simply posting "Turn on FE." I already have it on, so all those potential posts would be useless.
[ George Orwell taught me math! 2 + 2 = 5 ] |
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rayk999
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| Joined: 18 Feb 2011 |
| Total Posts: 4705 |
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| 21 Oct 2015 04:04 PM |
you're doing something wrong
Red Blossoms |
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| 21 Oct 2015 04:09 PM |
what kind of hax pls
have a kawaii face ~ ᇂﮌᇂ) |
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edenojack
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| Joined: 18 Jul 2008 |
| Total Posts: 989 |
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| 21 Oct 2015 04:22 PM |
A taxing way would be have a control that creates sound objects, and any sound object created that is not made by this is destroyed, after disabling the PlayOnRemoval feature. This just means that you either need to have sounds already existing and waiting for playing, or that you need to create a system to actively check whether or not these sound objects are being made and used malliciously. |
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EvanHolt
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| Joined: 06 Sep 2008 |
| Total Posts: 1264 |
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| 21 Oct 2015 04:25 PM |
@eden I've considered that, but the ChildAdded event doesn't catch everything for some reason, so I would have to use a loop. But I don't need more lag!
[ George Orwell taught me math! 2 + 2 = 5 ] |
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edenojack
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| Joined: 18 Jul 2008 |
| Total Posts: 989 |
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| 21 Oct 2015 04:29 PM |
Have one in the server, and one on each client. The clients should pick up what the server misses (Guessing that whatever is placed into the Character is whats replicating). |
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EvanHolt
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| Joined: 06 Sep 2008 |
| Total Posts: 1264 |
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| 21 Oct 2015 05:47 PM |
I'll try that.
[ George Orwell taught me math! 2 + 2 = 5 ] |
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