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Re: FE Security Question

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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 02:20 PM
If I store an IntValue, for example, in a character's humanoid, and then the player changes its value, will the server recognize that change?


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Goocolax is not online. Goocolax
Joined: 14 Jun 2016
Total Posts: 226
17 Jun 2016 02:21 PM
Nope.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 02:23 PM
Ty
I've always heard that the character falls in a strange realm of network ownership.



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Goocolax is not online. Goocolax
Joined: 14 Jun 2016
Total Posts: 226
17 Jun 2016 02:24 PM
Well not really. A rule of thumb is that humanoid properties normally replicate, animations replicate, and thats about it. On top of that, if you were to block a character from moving with a wall on the client, he wouldn't move on the server. It's strange, what does and does not work, but that's it for ya. There might be more too that replicates that I'm not thinking of.
I also think body movers replicate.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 02:26 PM
So if humanoid properties replicate, doesn't that mean they can just change their health locally and it'll get replicated to the server?


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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 02:56 PM
I would hope not.

If so, do I have to perform server-side checks to keep an eye on their health?


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Entelicon is not online. Entelicon
Joined: 06 Nov 2012
Total Posts: 1002
17 Jun 2016 02:57 PM
Obvious answer would be no, but like you said Humanoids are different.

I'm curious now ._.
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Trioxide is not online. Trioxide
Joined: 29 Mar 2011
Total Posts: 32902
17 Jun 2016 03:05 PM
You can put BodyMovers inside characters and they should replicate. That's how I made my go-karts.
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BanTech is not online. BanTech
Joined: 31 Dec 2015
Total Posts: 886
17 Jun 2016 03:10 PM
Health doesn't replicate, unless you die on the client.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 03:11 PM
So, hypothetically, could the client change their health to 0 and die of their own accord?


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BanTech is not online. BanTech
Joined: 31 Dec 2015
Total Posts: 886
17 Jun 2016 03:12 PM
Interestingly, things like WalkSpeed do not replicate to the server, but they do actually affect the player's walkspeed. This is a bit of a weird one.
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BanTech is not online. BanTech
Joined: 31 Dec 2015
Total Posts: 886
17 Jun 2016 03:13 PM
And yes, but they could also press esc > R.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 03:15 PM
Yeah, is there a way to disable that manual reset?
I've heard of doing something like this:

#code
local plr = game.Players.LocalPlayer
repeat wait() until plr.Character and plr.Character:FindFirstChild("Humanoid")
local hum = plr.Character['Humanoid']

hum.HealthChanged:connect(function(health)
if health<= 0 then
hum.Health = hum.MaxHealth
plr.Character:MakeJoints()
end
end)

But this is impractical because it would just give them full HP.


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BanTech is not online. BanTech
Joined: 31 Dec 2015
Total Posts: 886
17 Jun 2016 03:18 PM
You'd probably have to keep a table of their last known health and if the health jumps to zero from an unreasonable distance, then run that bit of code.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 03:24 PM
Fortunately for me I don't need to stop the player from resetting, but I wish there was an easier way.

That solution also wouldn't be effective for PvP games where the damage ranges anywhere from a couple to a few hundred points. :(


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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
17 Jun 2016 03:30 PM
"Interestingly, things like WalkSpeed do not replicate to the server, but they do actually affect the player's walkspeed. This is a bit of a weird one."
It's not weird at all. Local player physics are handled on the client.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 03:31 PM
Even in FE?
That seems to defeat the spirit of it all.


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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
17 Jun 2016 03:33 PM
I'm not really that knowledgeable where networking is concerned, but as far as I know it'd be a living hell if your character physics were handled on the server.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
17 Jun 2016 03:35 PM
I guess I don't know enough either

oh well, as long as people aren't changing their health around I guess I'm cool with it.


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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
17 Jun 2016 03:37 PM
Health won't replicate, humanoid properties won't replicate (actually some of them may do but no significant ones I know of that would affect gameplay), but local player physics _will_ replicate (e.g ROBLOX animations and the character moving around but not changes to Motor6Ds or the likes).
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