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Client sided hacks roblox2/6/2024 ![]() Local event = 圜arĮvent.OnServerEvent:Connect(function(plr, car_name, price) Since the client can’t directly edit their money and give themselves the car, the client requests that they have their currency removed, like so: - client You (the client) want to buy the top-of-the-line 2021 RoClaren for a small loan of $250,000 in-game currency. Here’s an example of bad practice of client-server communication. You may be asking, “How do I secure my game then?” Assuming your game is securely designed, you’ll be fine. Anything they change will only appear for them and them only. The client cannot change values by itself. ![]() ![]() Not sure how that might play out but that’s where I’m a bit unsure as to what one can do. Where that’s the case, you can have the server go around and set everyone’s walk speed to a setting all the time, or maybe check the player speed and if they have hacked it, have some consequences. Now the other thing is possibly altering the walk speed since that’s in the player Humanoid. They just see a number written on a piece of paper. So they can hack their eye candy all they want but they can’t access the values that the server has. No.” It then sends a message, saying “Open the Gui that says ‘You can’t afford that’.” “Ok so you have 5 gold and your level is 4. They then ask the server “Can I buy the next level?” Yeah they can then buff those to the max with hacks. They then see the message about how much Gold they have and the level. Here is some info about your Gold and level.” The server says “Ok so PLayer 1 wants the shop gui to come up. The player asks “Can I open a gui?” by moving to spot or clicking something. The player can’t see its level or unlocks. And then it sends a message back saying “I allowed it.” It says you have the level requirement, I will allow it. Well your profile says you have enough gold. Here are some posts talking about security more in depth and not just focusing on anti-cheats.You have the client Guis (player guis) ask the server if it’s allowed to have something. Sanity checks and Filtered Enabled are already doing a great job on preventing exploiters, anti-cheats should be there to solve the problems that an exploiter already caused.ĭon’t make your anti-cheat focus on preventing someone from getting infinite points but instead make it focus on removing those infinite points if someone already has them. It should solve problems, not prevent them. You don’t want anybody to access your anti-cheat. A lot of knowledge and hard work will be needed to make a client-sided anti-cheat that could be bypassed in matter of hours or days. Hide it, keep your anti-cheat always on the server side, client-side anti-cheats are… well, not that useful. Having a reinforced house with walls made out of steel is safer than a house made out of hay with no doors protected by a dog. Keep it in a low profile, your anti-cheat should refrain from triggering itself in most times, you only want to show it up when you’re sure a cheater is on the ground.ĭon’t rely on it, it should only be a helping hand that takes care of problems that are not fully covered by sanity checks. If you want to make a strong anti-cheat follow this basic rules:ĭesign your own anti-cheat, each project is unique and it should have a special anti-cheat that covers the issues related to that project. The idea of anti-cheats is to fight cheaters but a bad code can cause anti-cheats to be as useless as having no anti-cheat or even worse if it tends to affect legitimate players. Making an anti-cheat is not a bad idea or practice, but they should not be the main and unique way to defend from exploiters. The point of a sanity test is to rule out certain classes of obviously false results, not to catch every possible error. It is a simple check to see if the produced material is rational. I instead focus on building a strong and safe code structure, with lots of sanity checks.Ī sanity check or sanity test is a basic test to quickly evaluate whether a claim or the result of a calculation can possibly be true. Making an anti-cheat won’t be that useful if your code is not enough safe to cheaters.Įach time I start working on a new project I’m not really worried too much about making an anti-cheat, in most cases an anti-cheat won’t be necessary since they also use to affect players that aren’t cheating/glitching and there isn’t that much that can be exploited in most cases if the project is done correctly. Developers use to focus on making anti-cheats instead of focusing on actually making the game safe.
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