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uglypoe
#183906789Thursday, February 18, 2016 10:54 PM GMT

How so? It stops client-server replication.
[rfa#hidefromsearch]
#183907749Thursday, February 18, 2016 11:07 PM GMT

[rfa#hidefromsearch]
Casualist
#183907966Thursday, February 18, 2016 11:10 PM GMT

Those examples work regardless of FE being on or off. Turning FE on actually weakens the second example (since you imply good client-server communication prevents the issue).
uglypoe
#183909658Thursday, February 18, 2016 11:34 PM GMT

So basically.... don't make a hide-and-seek game. Cool.
Agluk15
#183909745Thursday, February 18, 2016 11:35 PM GMT

Or you could make one and learn to properly prevent it.
CrustyCitation5
#183910453Thursday, February 18, 2016 11:46 PM GMT

Most if not all of the exploits can be handled and detected. For invisible players (The one where they drop their server sided bodies somewhere and roam around locally) I think you can just compare the local and server sided torso position and if they are not in sync then the player in invisible. For speedwalking just check both local and server sided humanoid walkspeeds and make sure once again they are the same and then within limits. For noclip if you have a static map check if the server player and local player parts ever intersect with map parts. Some popular scripter has already released something like this. CloneTrooper I think.
Agluk15
#183911170Thursday, February 18, 2016 11:57 PM GMT

No clip doesn't replicate anyway so they just mess themselves up and walk speed replicates so the server will be what the client changes it to. You need to white-list allowed walk-speeds and hope they don't figure them out (Like use a decimal, instead of 32 use 32.1 or something to make it harder to guess) although they could probably just read the AOB if they are smart enough. And for the torso position thing, again, it will only be locally and they will just screw themselves up.

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