dave2011
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| Joined: 02 Oct 2010 |
| Total Posts: 10581 |
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| 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
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| Joined: 28 Dec 2008 |
| Total Posts: 37142 |
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| 09 May 2016 05:13 PM |
| use loadstring to load bytecode |
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| 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
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| Joined: 19 May 2013 |
| Total Posts: 1873 |
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| 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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| 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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| 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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