Barmoi
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| Joined: 21 Jun 2011 |
| Total Posts: 3797 |
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| 03 Dec 2017 07:31 PM |
Yea Im reverting rn so idk
script:
local debounce = {}
game.ReplicatedStorage:WaitForChild("CoinGiverEvent").OnServerEvent:connect(function(player) local Strength = player:WaitForChild("leaderstats"):WaitForChild("Strength") if (not debounce[player]) then debounce[player] = true; Strength.Value = (Strength.Value + 10) wait(2) debounce[player] = nil; end end)
ʰᵉʸ ʷʰᵒ ᵐᵃᵈᵉ ᵐʸ ᵏᵉʸᵇᵒᵃʳᵈ ᵗᶦⁿʸ|R$99,273|~Rocks Owner & Lead VC'er|+2.3k posts |
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| 03 Dec 2017 07:32 PM |
looks like it'll work
but people are going to exploit your game and fire the event them self and get free money because you trust the client too much |
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Barmoi
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| Joined: 21 Jun 2011 |
| Total Posts: 3797 |
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| 03 Dec 2017 07:35 PM |
so how to fix that?
ʰᵉʸ ʷʰᵒ ᵐᵃᵈᵉ ᵐʸ ᵏᵉʸᵇᵒᵃʳᵈ ᵗᶦⁿʸ|R$99,273|~Rocks Owner & Lead VC'er|+2.3k posts |
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| 03 Dec 2017 07:36 PM |
| The client has almost no reason to ever request the server give them money, so stop doing that and handle all currency awards server side. |
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