mattscy
|
  |
| Joined: 06 May 2011 |
| Total Posts: 1079 |
|
| |
|
|
| 17 Oct 2017 08:41 PM |
what would u possibly write to get all the way to line 666
#code error("you're*") |
|
|
| Report Abuse |
|
|
mattscy
|
  |
| Joined: 06 May 2011 |
| Total Posts: 1079 |
|
|
| 17 Oct 2017 08:43 PM |
dude my script is over 2000 lines i have one local script for the whole game
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 08:44 PM |
"one local script for the whole game" wow your game will probably be the most exploitable thing ever
|
|
|
| Report Abuse |
|
|
mattscy
|
  |
| Joined: 06 May 2011 |
| Total Posts: 1079 |
|
|
| 17 Oct 2017 08:46 PM |
how does splitting the code make it less exploitable, hackers gonna find the scripts no matter where they are
|
|
|
| Report Abuse |
|
|
Goocolax
|
  |
| Joined: 14 Jun 2016 |
| Total Posts: 226 |
|
|
| 17 Oct 2017 08:48 PM |
thats why i parent all my scripts to nil, that way the skids using rc7 (or rather, rc6) now cant get my source
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 08:49 PM |
| true, but either way the entire game in one script is a really bad idea. |
|
|
| Report Abuse |
|
|
Goocolax
|
  |
| Joined: 14 Jun 2016 |
| Total Posts: 226 |
|
|
| 17 Oct 2017 08:50 PM |
@horrible
explain how i see no logic there
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 08:53 PM |
| if you would want to update the game, you would have to search through the thousands of lines of codes, then you would have to edit alot of it, and then painfully try to add in the update to your game without any errors, which would be super painful to do. |
|
|
| Report Abuse |
|
|
mattscy
|
  |
| Joined: 06 May 2011 |
| Total Posts: 1079 |
|
|
| 17 Oct 2017 08:54 PM |
| id rather look through thousands of lines than thousands of scripts |
|
|
| Report Abuse |
|
|
Goocolax
|
  |
| Joined: 14 Jun 2016 |
| Total Posts: 226 |
|
| |
|
| |
|
|
| 17 Oct 2017 09:05 PM |
| Parenting a script to nil doesn't mean that the exploiter cannot find the source. It still exists in memory. |
|
|
| Report Abuse |
|
|
Goocolax
|
  |
| Joined: 14 Jun 2016 |
| Total Posts: 226 |
|
|
| 17 Oct 2017 09:07 PM |
@hard
did i say that? no i said rc7(now 6) skidsters
they have no idea about that :)
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:09 PM |
:destroy() will remove it effectively from memory
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:09 PM |
I wouldn't say that having a single handler for both client and server is wrong or bad in any cases.
That said I prefer to adopt a Modular style when working simply because I feel like it helps to keep things organized. This can too be achieved by using a single script/localscript.
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:10 PM |
| Yes but then the script will stop running..so what's the point there? |
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:13 PM |
bruuuh means exploiter cont find it. u not know scipt huuuuuuh???
|
|
|
| Report Abuse |
|
|
| |
|
|
| 17 Oct 2017 09:22 PM |
How to protect your script:
script = nil
Boom, protected.
If that actually works I'll be surprised. <-> |
|
|
| Report Abuse |
|
|
Goocolax
|
  |
| Joined: 14 Jun 2016 |
| Total Posts: 226 |
|
|
| 17 Oct 2017 09:31 PM |
@thee
that works for modules actually
also
thats why script.Parent=nil is g00d
and if you dont need it to run more than once, script:Destroy() at the end
boom awesome protect
|
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:33 PM |
| i like to destroy my scripts as soon as the game loads |
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:44 PM |
But why..?
I'm not seeing the point here. Unless the script only does a specific function say create Part A, Part B etc, then yeah it would make sense. However most games would need way more than that and destroying em when the game loads would be of no use as they would stop running. |
|
|
| Report Abuse |
|
|
|
| 17 Oct 2017 09:49 PM |
Niling stuff is stupid, it stops literally no one. Most skid scripts already take account for that stuff. Same? Anyways you should only put things on the client when absolutely needed and vice versa server side. |
|
|
| Report Abuse |
|
|
| |
|