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Re: Create part serverside versus clients side?

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InnovatedFighting is not online. InnovatedFighting
Joined: 30 Oct 2014
Total Posts: 1040
09 Nov 2016 01:07 AM
I'm sure this question has been answered, but can't seem to find an answer.

I have a game with FE, where a player can fire from a gun, creating a part mimicking a laser. Because it is FE, workspace does not automatically replicate to all clients when created by client.

So I made the gun create the parts with a remoteevent, however this causes a slight delay and causes the bullets to be a bit behind the client.

I was wondering if it would be better to have the client :FireServer() and create the part with server or have the client :FireServer() then have the server :FireAllClients() in order to replicate the part across all players.

Would :FireAllClients reduce the delay on the client who made the part? Would it have effect on other clients, or what? Thanks.


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OzzyFin is not online. OzzyFin
Joined: 07 Jun 2011
Total Posts: 3600
09 Nov 2016 01:09 AM
You first create the bullet on the shooting client, pass the required information to the server which passes it to all the other clients that make their own bullet.

There's still the small delay for the other clients (there's no way of removing it obviously) but the most important client is the one shooting.
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OzzyFin is not online. OzzyFin
Joined: 07 Jun 2011
Total Posts: 3600
09 Nov 2016 01:11 AM
You also create an invisible bullet or simply a ray on the server side to get what it hits.
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InnovatedFighting is not online. InnovatedFighting
Joined: 30 Oct 2014
Total Posts: 1040
09 Nov 2016 01:21 AM
Alright thanks, so can I do :FireAllClients(BulletDetails) or would that put a delay on the shooter?

I suppose it would and I would have to create the bullet on the shooter client and then make sure it doesn't create it twice by looping through players and checking, right?


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HlCOM is not online. HlCOM
Joined: 29 Mar 2009
Total Posts: 3332
09 Nov 2016 02:27 AM
you can create the raycast clientsided to get rid of the delay, and then send the Player to the server event and then have the server send it back with :FireAllClients(plr) and in .OnClientEvent check to see if the receiving client is not plr
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Rerumu is not online. Rerumu
Joined: 11 Oct 2014
Total Posts: 950
09 Nov 2016 05:45 AM
@HlCOM

No.
Simply no.
Easily exploitable.
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HlCOM is not online. HlCOM
Joined: 29 Mar 2009
Total Posts: 3332
09 Nov 2016 07:35 AM
Instead of saying 5 words, why don't you give your view on how it is "easily exploitable"?

We're talking about effects, literal effects.

How would it even be "exploited"?

People who say things like that with no points backing it up usually have no idea what they're talking about.
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BJCarpenter is online. BJCarpenter
Joined: 04 Nov 2008
Total Posts: 4416
09 Nov 2016 07:56 AM
I have not used FireAll, but are you able to not fire it for one Player, namely the Player shooting?

Another way is to make the Part on the client, for Player. Make the Part on the Server, but then delete the Server Part for Player. It will disappear for him, but I do not know if it would delay. I suspect that it would.
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Rerumu is not online. Rerumu
Joined: 11 Oct 2014
Total Posts: 950
09 Nov 2016 08:32 AM
@HlCOM

Exploiter: *Fires event with ray data saying that he headshotted everyone in the map*
Game: Cool, let's do that.

Don't try to insult someone without you yourself not knowing what you're saying.
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OzzyFin is not online. OzzyFin
Joined: 07 Jun 2011
Total Posts: 3600
09 Nov 2016 08:33 AM
When creating effects that require both, being able to get a client's input and replicating something to all clients, it always becomes "easily exploitable" since the exploiter can keep firing an event and lie about its input. Bullets can be created directly from, for example, the character's head so you don't need to worry about trusting the client, which you should never do and the head is always in the same direction for all nodes. There's no easy way of validating whether the user's input is valid (how do you tell the difference between an event fired by mouse click and an event fired by an exploiter's script). You should handle the ammo counts from the server as well as the cooldown between shots.
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Rerumu is not online. Rerumu
Joined: 11 Oct 2014
Total Posts: 950
09 Nov 2016 08:36 AM
Yeah, that's basically it.
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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
09 Nov 2016 08:38 AM
The only issue here to think about is latency so using things like using tick for timing or controlling things in separate threads not scripts would also be a good idea instead of handling it like you normally would on the client
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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
09 Nov 2016 08:38 AM
if you were using the client*
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HlCOM is not online. HlCOM
Joined: 29 Mar 2009
Total Posts: 3332
09 Nov 2016 08:40 AM
###### you're actually clueless You come up saying "OMG IT CAN BE EXPLOITED THEY CAN FIRE REMOTE EVENT TO MAKE IT SO IT HITS EVERY1" and rely on somebody else's answer. We weren't discussing verification, we were discussing how to replicate effects.
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OzzyFin is not online. OzzyFin
Joined: 07 Jun 2011
Total Posts: 3600
09 Nov 2016 08:42 AM
security is our #1 priority

ha
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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
09 Nov 2016 08:42 AM
So yea I'm pretty sure most games can be exploited when the exploiter edits local code for things like spamming the fire button or creating dozens of bullets or something by firing your events so there is no real way to prevent that without your own exploit check system or input block on the server
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Rerumu is not online. Rerumu
Joined: 11 Oct 2014
Total Posts: 950
09 Nov 2016 01:32 PM
When @HlCOM says I'm clueless when I've created one of the most unbypassable antihacks around.

Boi.

Security is #1, performance is #2.
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PerilousDanger is not online. PerilousDanger
Joined: 21 Aug 2012
Total Posts: 3773
09 Nov 2016 07:09 PM
security #1 to a reasonable extent

Exploiter: *Fires event with ray data saying that he headshotted everyone in the map*



He could do that but would only succeed in creating a few bullets that don't do damage

An exploiter could spend time generating a few fake bullets but in that case it's not worth trying to prevent
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HlCOM is not online. HlCOM
Joined: 29 Mar 2009
Total Posts: 3332
09 Nov 2016 08:19 PM
I love how you never actually provide any detail: "the most unbypassable antihacks around", lol

security is #1 but you have failed to provide any solution and explanation other than agreeing with other people

Truly clueless.
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foreverpower is not online. foreverpower
Joined: 05 Feb 2011
Total Posts: 5578
09 Nov 2016 08:38 PM
No, you should be doing the raycasting on the server AND the client, but the server is the only one that should actually have an effect on the state of the game. Otherwise, it is exploitable, although it isn't "easily" exploitable because most kids who hack this game would have no idea how to do any of this.
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HlCOM is not online. HlCOM
Joined: 29 Mar 2009
Total Posts: 3332
09 Nov 2016 08:43 PM
No, you should be doing the raycasting on the server AND the client, but the server is the only one that should actually have an effect on the state of the game. Otherwise, it is exploitable, although it isn't "easily" exploitable because most kids who hack this game would have no idea how to do any of this.[2]
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OzzyFin is not online. OzzyFin
Joined: 07 Jun 2011
Total Posts: 3600
10 Nov 2016 12:01 AM
There's no reason to do raycasting on the client since the only thing that client needs is the effect of a bullet.

There are a few if not tons of ways to make your guns (as well as other stuff) secure enough to be played by thousands of people. You need to prioritize what kind of security is needed for your game and what kind of exploiting doesn't affect anything.

you guys seemed to make a big deal of the security being #1. it was just a 'hilarious' reference to the crazyrussianhacker or whatever, i felt like saying it
not that it shouldn't be the most important when aiming for a popular game
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Rerumu is not online. Rerumu
Joined: 11 Oct 2014
Total Posts: 950
10 Nov 2016 01:57 PM
@HlCOM I don't need to say much since Ozzy is basically explaining it in detail for you, but in case you couldn't read, I talked about people being able to easily exploit your remotes with your setup and fire them.

And of course if you ever do want to test my anti hack feel free to do so, just tell me when and I'll give you the game link.
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4ef is not online. 4ef
Joined: 27 May 2013
Total Posts: 5633
10 Nov 2016 02:15 PM
make the part invisible and cancollide = false
get a local script in the player that changes it to visible and cancollide = true


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