fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 24 Apr 2017 07:20 PM |
| It does damage to the enemy player but only in the local view. So the other player cant see I damaged him. Now I have to create all these stupid server scripts. |
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| 24 Apr 2017 07:22 PM |
--raycast here tool.remoteevent:FireServer(enemyhit) --alternatively, mouse.hit.p
--server either takedamage for the enemyhit or cast the ray and do the damage
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 24 Apr 2017 07:23 PM |
| Thats what im doing. Its just strange how roblox client works. |
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 24 Apr 2017 07:27 PM |
it doesn't replicate the damage done, just like any other aspect??
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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jody7777
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| Joined: 22 Feb 2009 |
| Total Posts: 1343 |
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| 24 Apr 2017 09:34 PM |
It make's sense? If you shoot a player and set the player's damage on your own computer, it shouldn't affect the server. What it should do is when you shoot, it should sends the your shot to the server. The server is the master and knows all, and will then calculate if the shot hit and do damage.
FOR THE CAUSE |
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 25 Apr 2017 06:00 AM |
| If you would read and get your head out of #### #### maybe you would see that I am making scripts to call functions that damage. @Person with bloxy. |
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vat21s
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| Joined: 07 Jun 2010 |
| Total Posts: 2508 |
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| 25 Apr 2017 06:04 AM |
Don't do that, just invoke the server with a function that gives the mouse hit position and the weapon. Handle all data, damaging, object creation ect. from the server or exploiters will tamper with it. The client should only be doing animations such as reloading firing. |
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 25 Apr 2017 06:05 AM |
| Keep in mind that kids don't know how to exploit. They just open up the virus ridden program and paste some code in. |
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vat21s
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| Joined: 07 Jun 2010 |
| Total Posts: 2508 |
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| 25 Apr 2017 06:19 AM |
Just because your game is FE doesn't mean it's secure. NEVER let the client modify anything on the server or you've just wasted a long time doing FE for no purpose.
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 25 Apr 2017 06:21 AM |
| I actually just clicked the checkbox in workspace properties and my guns work in FE. Since its scripts are client sided outside of workspace. |
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vat21s
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| Joined: 07 Jun 2010 |
| Total Posts: 2508 |
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| 25 Apr 2017 06:38 AM |
Did you test it on a Client>Server Environment. Clients can modify what they perceive as the server, but any changes they make are not Replicated.
Example 1 FE Client Server Vulnerability
Mr CheatyMcCheater decides to make his gun do insane damage, so he exploits a client to server function with the arguments(mouse.Hit,Damage)
On the server side, it will deal the modified Damage as the server does as the client instructs.
Example 2 FE Client Server Patched
Mr CheatyMcCheater decides to make his gun do insane damage, so he exploits a client to server function with the arguments(mouse.Hit,Weapon) and Weapon is the key to a server side table of weapon stats.
On the server side, he may have modified his weapon to be a more powerful weapon. But, the server can still apply all reload and speed penalties.
The server could even check if the weapon he has equipped is the one that was called and replace the one he is holding with that weapon.
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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| 25 Apr 2017 06:47 AM |
| Cheaters r kids who just copy and paste they don't know how to cheat. |
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| 25 Apr 2017 06:48 AM |
Or just not fire the weapon or damage at all...*facepalm*
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fun4nerd
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| Joined: 30 Oct 2013 |
| Total Posts: 4440 |
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