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| 08 Apr 2017 05:58 PM |
If I were to give the player, a limited amount of time to sprint;
I would put a value on the client. But, then he could exploit the value and give himself unlimited sprint. Should I invoke the server, and check the value? If so, what would be the proper way of doing that?
Also, another way I was thinking is, for every player added to the game, add a folder holding these type of values? And when they want to sprint, invoke the server, and then have it handle the value.
Which way would be the best way? And the best exploit-proof way?
I think #2 would work the best, but then again that's me. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 08 Apr 2017 06:12 PM |
Tell the server you want to sprint Let the server make sure you have enough sprint and change their walkspeed on the server |
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| 08 Apr 2017 06:37 PM |
| you can just bind a remote event to input began and check the information there if you want to do server sided keybinds |
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| 08 Apr 2017 06:37 PM |
| and exploiters can still change their own walkspeeds |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 08 Apr 2017 06:46 PM |
| Yes except that you can check if it's different from the server's. |
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| 08 Apr 2017 10:57 PM |
ye but.. they can just change client sided code :( |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 08 Apr 2017 11:01 PM |
"they can just change client sided code :(" Well yes, but you can check if they've changed it. Or do something hacky like keep cloning that localscript to the client. Or perhaps just parent it to nil to trick 99% of the people trying to exploit your game since most of them are stupid anyways. |
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| 08 Apr 2017 11:02 PM |
| or mayb u can just use humanoid.Running to check ws |
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| 09 Apr 2017 12:24 AM |
make a script that if the value is > 10 it will kill the player
#code |
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| 09 Apr 2017 01:32 AM |
just use running, should be reliable
i think it only fires while your character is capable of walking too so unless people get flung across the map running would be a better way to check other than velocity |
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