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Re: @People saying FE allows for more exploits

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uglypoe is not online. uglypoe
Joined: 26 Mar 2011
Total Posts: 4382
18 Feb 2016 04:54 PM
How so? It stops client-server replication.
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Darkmist101 is not online. Darkmist101
Joined: 30 Jul 2010
Total Posts: 6208
18 Feb 2016 05:07 PM
Yeah, but if I were to make objects invisible; there are invisible on my screen.
So for instance, just because a hide n seek game has FE on, doesn't mean one can't exploit to cheat.

Also, if you have a really bad client-server communication; someone could easily fake input and you are screwed on that regard as well.
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Casualist is not online. Casualist
Joined: 26 Jun 2014
Total Posts: 4443
18 Feb 2016 05:10 PM
Those examples work regardless of FE being on or off. Turning FE on actually weakens the second example (since you imply good client-server communication prevents the issue).
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uglypoe is not online. uglypoe
Joined: 26 Mar 2011
Total Posts: 4382
18 Feb 2016 05:34 PM
So basically.... don't make a hide-and-seek game. Cool.

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Agluk15 is not online. Agluk15
Joined: 13 Feb 2016
Total Posts: 193
18 Feb 2016 05:35 PM
Or you could make one and learn to properly prevent it.
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CrustyCitation5 is not online. CrustyCitation5
Joined: 03 Feb 2016
Total Posts: 155
18 Feb 2016 05:46 PM
Most if not all of the exploits can be handled and detected.

For invisible players (The one where they drop their server sided bodies somewhere and roam around locally) I think you can just compare the local and server sided torso position and if they are not in sync then the player in invisible.

For speedwalking just check both local and server sided humanoid walkspeeds and make sure once again they are the same and then within limits.

For noclip if you have a static map check if the server player and local player parts ever intersect with map parts. Some popular scripter has already released something like this. CloneTrooper I think.
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Agluk15 is not online. Agluk15
Joined: 13 Feb 2016
Total Posts: 193
18 Feb 2016 05:57 PM
No clip doesn't replicate anyway so they just mess themselves up and walk speed replicates so the server will be what the client changes it to. You need to white-list allowed walk-speeds and hope they don't figure them out (Like use a decimal, instead of 32 use 32.1 or something to make it harder to guess) although they could probably just read the AOB if they are smart enough. And for the torso position thing, again, it will only be locally and they will just screw themselves up.
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