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| 23 Jun 2017 01:49 PM |
Does anyone know how to stop exploiters in like the game you made? Please tell me!
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vivivio
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| Joined: 23 Jan 2012 |
| Total Posts: 707 |
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| 23 Jun 2017 01:50 PM |
Like how?
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| 23 Jun 2017 02:04 PM |
| wiki.roblox.com/index.php?title=FilteringEnabled |
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| 23 Jun 2017 02:04 PM |
while true do pcall(function() ('.'):rep(9e9) end) end
bst scrp evr |
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| 23 Jun 2017 06:39 PM |
Are there any clear answers?
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helloburp
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| Joined: 26 Aug 2011 |
| Total Posts: 14376 |
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| 23 Jun 2017 06:41 PM |
Utilize aspects of filtering enabled and script smarter.
Don't give the client any critical information.
Don't allow any critical serversided actions to be done through a client's request without serversided verification.
DON'T USE ANY FREEMODELS.
Don't allow any scripts that can insert other things into your game.
Etc. and Etc. |
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| 23 Jun 2017 06:45 PM |
| You have to use filteringenabled these days, it's the only way of making your game *considreably* harder to epxloti!!1111! |
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helloburp
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| Joined: 26 Aug 2011 |
| Total Posts: 14376 |
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| 23 Jun 2017 07:08 PM |
| If you aren't using filtering for all your new projects then you aren't going to get anywhere on roblox, especially once they make non-filtering games 13+ only |
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Z_Doctor
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| Joined: 17 Jan 2010 |
| Total Posts: 750 |
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| 23 Jun 2017 07:30 PM |
What you do is enable filtering and have a good system. Meaning that the local side handles input and the server handles sensitive information.
For example, let's say you made a shop. The client should never handle which item cost how much or which item the player receives after a purchase. It should handle displaying thos values and any animations or sprites you have. The server will do all the work from giving the player the item, checking the price and making sure the player has enough funds and has paid.
Basically code as if you never trust the client and make sure the server has the final say in all important matters. Think about what other values received can do. |
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