Contrary
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| Joined: 08 Jan 2011 |
| Total Posts: 1306 |
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| 04 Feb 2016 08:36 PM |
Yeah, but what if you need change to occur? In many cases, there needs to be communication between the server and client...
As for not being able to modify code, that also wouldn't work. It would prevent people from adding their own assets to the game, but they could still change their local scripts and have those communicate with the server.
Truthfully, FilteringEnabled is the best way to go. |
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| 04 Feb 2016 08:36 PM |
And what I mean by block everything in a active game, I mean block anything that wasn't originally in the game.
Meaning, if you wanted to communicate with the servers it would work. If a script wants to call for a function to create a new value, that's fine.
However doing an online game, changing anything through any medium would be blocked as it wasn't originally implemented. So if you wanted to add a block to a active game, blocked. Not allowed. Insert a script? Blocked. Change the leaderboard? Blocked? Insert iOrb? Blocked. Blocked blocked blocked, etc. |
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| 04 Feb 2016 08:37 PM |
@Contrary But they can't do it when the game is active. You do all that stuff in studio. |
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| 04 Feb 2016 08:39 PM |
| And you modify code in studio, not during active gameplay. EVERYTHING WILL WORK FINE IF IT'S ORIGINALLY ADDED INTO THE GAME. MEANING CLIENT-SERVER CALLING, EXECUTION SCRIPTS, ETC. THE ONLY TIME IT WON'T WORK IS IF YOU'RE ADDING SOMETHING NOT ORIGINALLY IN THE CODE INTO THE GAME WHEN IT'S ACTIVE. |
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Sk8erDan
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| Joined: 22 Mar 2010 |
| Total Posts: 4565 |
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| 04 Feb 2016 08:43 PM |
this would not work for games that have alot of variables and swittching up, like my game and the normal elevator. variables change all the time in my game.
Builder | RIP Dannyha,DANNYHA7,dannyha4,dannyha6,dannyha5,dannyha123, etc. | R$1337 Tx364 |
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| 04 Feb 2016 08:53 PM |
@Sk8r IT WILL WORK FOR THINGS ENCODED INTO THE GAME WTF CANT YOU GUYS READ |
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Gixm
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| Joined: 04 Nov 2015 |
| Total Posts: 7326 |
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| 24 Apr 2016 07:17 PM |
ok you guys brought this back
there is no way for roblox to know if a change is "encoded into the game" or not
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Gixm
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| Joined: 04 Nov 2015 |
| Total Posts: 7326 |
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| 25 Apr 2016 05:07 PM |
| what you guys aren't understanding is that the blocker would already have all the information that was encoded into the game by the creator when it's saved. if something new is added to the environment that wasn't encoded, blocked. |
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| 25 Apr 2016 05:13 PM |
"what you guys aren't understanding is that the blocker would already have all the information that was encoded into the game by the creator when it's saved. if something new is added to the environment that wasn't encoded, blocked."
except you arent explaining how this is magically done how the hell does roblox check to see if the change that was made is "encoded into the game"
we already know for the hundredth time of you explaining that it somehow blocks a change that isnt "encoded into the game" what you arent explaining is how roblox would check if a change was encoded into the game or not
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| 25 Apr 2016 05:15 PM |
@jumpy
the program monitors activity in the game as most programs do. i think the program can instantly tell if something wasn't encoded. |
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| 25 Apr 2016 05:18 PM |
@jumpy it's a general idea jesus christ it's up to the developers to figure that out. |
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| 25 Apr 2016 05:18 PM |
"can you explain how roblox would check if the change made was encoded" "oh roblox automatically knows if the change made was encoded or not!"
if this magical "lock-mode" was possible it would probably already be added
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| 25 Apr 2016 05:25 PM |
@jumpy ''oh roblox can't instantly know if something isn't right when it wasn't added into the code by quickly checking''
the blocker won't be triggered as all the processes that where encoded into the game are monitored until something NEW is inserted. |
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| 25 Apr 2016 05:30 PM |
"oh roblox can't instantly know if something isn't right when it wasn't added into the code by quickly checking"
except thats true they cant
"the blocker won't be triggered as all the processes that where encoded into the game are monitored until something NEW is inserted."
so from what im getting from this: if something is changed in the game and one of the things that the process is monitoring didnt do it then it changes it back
what happens if the change is from another script like a server script or a localscript running on another persons computer
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| 25 Apr 2016 05:33 PM |
@jumpy it monitors the entire game, including scripts. if something that wasn't originally added into the game is found, and cannot be traced back to an encoded process in the game, then it is blocked. it's really that simple.
we could improve this system if we stopped bickering and problem solved but nooo... |
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| 25 Apr 2016 05:36 PM |
| and i don't really know how server nor local scripts work but if it's ORIGINALLY encoded into the game then it should work fine. |
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| 25 Apr 2016 05:40 PM |
"it monitors the entire game, including scripts. if something that wasn't originally added into the game is found, and cannot be traced back to an encoded process in the game, then it is blocked. it's really that simple."
so its going to monitor literally every change on everything including changes from server scripts and localscripts running on other peoples computers sounds laggy
"we could improve this system if we stopped bickering and problem solved but nooo..."
im giving problems that you need to fix if this can even be possible id consider that "improving the system"
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| 25 Apr 2016 05:41 PM |
or how about not instantly blocked, but temporarily until it trace the process that was originally added to happen in the games environment.
it would sorta work like this.
person makes a game and makes a script that turns a block blue and only blue. a exploiter comes in and inserts some exploit and tries to manually change the block to a yellow color instead of blue. it would be blocked, because it wasn't supposed to happen.
so practically the exploiter can insert their little jigs and whatnot but they can't add or change the game environment. |
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| 25 Apr 2016 05:43 PM |
@jumpy no you are giving me problems for one person to solve instead of thinking it yourself. it could possibly be more laggy, idk if there could be a fix. i'm thinking it wouldn't actively sift through changes, but monitor all changes going on at once and spying for a change. |
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| 25 Apr 2016 05:44 PM |
| like a minecraft cmd control panel thing that monitors the entire game. |
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| 25 Apr 2016 05:53 PM |
"no you are giving me problems for one person to solve instead of thinking it yourself." because you should have the solutions to them thought out in the first place
im not even going to try and help improve this because its an overly complex idea that doesent sound possible at all
this idea in a nutshell: "ok heres what happens when the program detects a change of something say the position of a part it traces it through the server and everyone single person whos playing the game and if it happens to not find that the change was encoded then it changes it back it then proceeds to do that over every single change thats made simple and not overly complex or laggy at all right?"
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| 25 Apr 2016 06:01 PM |
@jumpy IT DOESN'T CHANGE ANYTHING IT JUST CHECKS AND IF IT AIN'T THERE, IT BLOCKED |
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