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| 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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| 25 Jul 2016 10:46 AM |
A check is good otherwise.
( ͡• ◡ ͡•) -=[ RAP: 365,505 || DurstAuric; the narb of ROBLOX ]=- ( ͡• ◡ ͡•) |
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| 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
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 25 Jul 2016 10:47 AM |
encrypt the code encrypt everything |
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pullman45
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| 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
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| Joined: 25 Nov 2009 |
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| 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
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| Joined: 18 Aug 2015 |
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| 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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