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tyzone
#141266667Wednesday, July 23, 2014 12:18 PM GMT

Hey there. I'm working on a swordfighting game right now and I'd like to protect it against exploiters, but I'm not really sure which exploits have been patched over the years and which haven't. Are people still able to modify the localscript of a sword? Can they still speedhack, use plugins, inject DLLs, or pull off the toolbar exploit? Are there ways to detect those? Does CE even still work on ROBLOX? Any and all help would be very appreciated. So far, all I can think of is checking the tools, max HP and speed of each player with a loop, and banning them if anything seems fishy.
filiptibell
#141267095Wednesday, July 23, 2014 12:28 PM GMT

Max/current HP and any value object that is a descendant of the player is still "hackable". Just use FilteringEnabled though, and you should be fine. ~The herp lerped a derp~
tyzone
#141267379Wednesday, July 23, 2014 12:35 PM GMT

I'd never heard of FilteringEnabled before, to be honest. However, the wiki says that enabling it completely prevents localscripts from modifying anything in the workspace (which is a thing that my scripts already do). Does that mean I would have to modify all my localscripts for this to function properly, or is there another way around it?
filiptibell
#141269142Wednesday, July 23, 2014 1:13 PM GMT

Using FilteringEnabled, there is no way around it. You'll have to make the server do anything that involves changing anything thats not client/side. Check this out: http://wiki.roblox.com/index.php?title=RemoteFunction_and_RemoteEvent_Tutorial ~The herp lerped a derp~
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#141269525Wednesday, July 23, 2014 1:20 PM GMT

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tyzone
#141271073Wednesday, July 23, 2014 1:44 PM GMT

Alright, I'm going to try this. Thanks for helping me out!

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