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Re: is this a practical way to stop exploits with remote events?

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expoundings is online. expoundings
Joined: 02 Feb 2013
Total Posts: 2359
25 Jul 2016 10:46 AM
i've been trying to make my project as secure as i can, especially from script injectors
there's still ways to exploit with remote events, so i thought of this idea:
when the server starts, a script makes multiple codes or "keys" for each client and sends it to them, so whenever a client communicates with the server it uses the key, i know people have done similar things before, but i don't know if this approach is practical


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DurstAuric is online. DurstAuric
Joined: 12 May 2009
Total Posts: 8066
25 Jul 2016 10:46 AM
A check is good otherwise.


( ͡• ◡ ͡•) -=[ RAP: 365,505 || DurstAuric; the narb of ROBLOX ]=- ( ͡• ◡ ͡•)
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AggressiveCatch is not online. AggressiveCatch
Joined: 17 Jul 2011
Total Posts: 5840
25 Jul 2016 10:47 AM
yeah i think it's practical but you'd have to make sure that the exploiter can't get the key
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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
25 Jul 2016 10:47 AM
encrypt the code
encrypt everything
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pullman45 is not online. pullman45
Joined: 09 Jul 2012
Total Posts: 2891
25 Jul 2016 10:57 AM
How?
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BothAngles is not online. BothAngles
Joined: 01 Dec 2011
Total Posts: 9604
25 Jul 2016 11:02 AM
"when the server starts, a script makes multiple codes or "keys" for each client and sends it to them"
lol
Just give up
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sayhisam1 is not online. sayhisam1
Joined: 25 Nov 2009
Total Posts: 2092
25 Jul 2016 11:11 AM
It could work, but its still breakable, and ultimately not very useful.
Remember, you are sending the client a key in the first place, so the client knows the key.
Also, there comes a point where the client itself becomes the issue, not remoteevents.

Take phantom forces, for example. Aimbotters and exploiters can run rampant, since they can simply run some code that makes (for example) the heads of every player in the game massive for their own client, and just shoot in front of them.
To the server, it would seem like a legitimate headshot, as the client sends the same information as a normal headshot.

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IvanL2 is not online. IvanL2
Joined: 18 Aug 2015
Total Posts: 209
25 Jul 2016 11:38 AM
Use data store. http://wiki.roblox.com/index.php?title=Data_store

So if the player's key matches the data store key, it does nothing. But if the player isn't detected, it creates a new value and unique key for them, though you would have to find a way to stop it making the same key twice.
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