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Re: obfuscate code?

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dave2011 is not online. dave2011
Joined: 02 Oct 2010
Total Posts: 10581
09 May 2016 05:12 PM
is there an easy way to do it so others cannot steal it? If I do module scripts is there an easy way to edit it later?


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Salinas23 is not online. Salinas23
Joined: 28 Dec 2008
Total Posts: 37142
09 May 2016 05:13 PM
use loadstring to load bytecode
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scottmike0 is not online. scottmike0
Joined: 14 Sep 2008
Total Posts: 1073
09 May 2016 05:16 PM
there is also linked source.

and I would not even worry abut obfuscating code, because if you use FE you can just make the scripts nil and the code can still run.
if you set script.Parent = nil, before the game begins, code runs always.
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WoolHat is not online. WoolHat
Joined: 19 May 2013
Total Posts: 1873
09 May 2016 05:21 PM
@Above

That works pretty well; however (to anyone who may do that), you must not reference the script itself. Once the script's parent (or the script) are set to nil, any reference, like script.Parent, will also be nil.

There are workarounds though, and they are fairly simple to work out.
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scottmike0 is not online. scottmike0
Joined: 14 Sep 2008
Total Posts: 1073
09 May 2016 05:24 PM
@Above, the client can never access server script storage either.
so rather than setting nil
just put scripts in server storage
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LegendaryAccount is not online. LegendaryAccount
Joined: 02 Jun 2010
Total Posts: 13193
09 May 2016 05:51 PM
using bytecode is horrible. it can be decoded in a second and it makes vulnerabilitys with loadstring enabled


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