of     1   

Laedere
#221359362Saturday, July 15, 2017 1:16 AM GMT

It's possible for exploiters to look into localscripts and see how remoteevents are fired, so, my question is: is it possible to prevent this?
Laedere
#221359660Saturday, July 15, 2017 1:18 AM GMT

b1
cabbler
#221363148Saturday, July 15, 2017 1:47 AM GMT

no
InedibleGames
#221363349Saturday, July 15, 2017 1:49 AM GMT

just code your events properly (serverside) so exploiters cant fire them with their own arguments
ExtremeBuilder15
#221363645Saturday, July 15, 2017 1:52 AM GMT

You can't prevent this, which is why you shouldn't give your events the power to change anything meaning full. Say that you have a tycoon with FE disabled. You can have the player upgrade their tycoon by pressing a GUI button. This is easily hack-able (is that a word?). If you turn on FE, that doesn't guarantee a fix. What if you have a RE like this: --local script upgrade.MouseButton1Click:connect(function() if money > amount then money = money - amount guiEvent:FireServer() end end) --server script guiEvent.Event:connect(function(player) upgradeTycoon() end) Do you see the problem here?
amanda
#221364063Saturday, July 15, 2017 1:55 AM GMT

store values on the server the client can request for something to happen, but all of the data comparisons and decision making should happen on the server
Zawie
#221364300Saturday, July 15, 2017 1:57 AM GMT

Your game should be designed assuming that a dedicated exploiter would be able to fire any remote event or remote function, so always prepare for that.

    of     1