I wanna an anticheat that detects when the transparency of a part is changed (and other things), the problem is that i change the transparency of the parts in the client (that’s the game) and i dont know how to detect that change in the server. i don’t wanna use a local script since i don’t trust the client. so what can i do? any idea? thank you guys
Since client changes are not replicated to the server (at least in this scenario; some exceptions apply such as Network Ownership), you’re going to need to use a Local Script to detect any changes. Additionally, this is not completely secure since exploiters can manipulate Local Scripts and modify/disable them. If your game involves certain elements that must be concealed from the player, send objects through Remote Events to ensure they can’t see anything they aren’t supposed to.
There’s no way to detect client-side part transparency updates without a local script. All local scripts will eventually be bypassed by cheats.
I believe your goal is to detect x-ray and wallhacks, which is likely going to be ineffective. I don’t recommend doing a localscript anti-cheat for it for the reasons above. Your best bet is what @wwwaylon09_backup suggested, which is to not reveal the map parts to the client until it’s time with :FireClient(), once your map data gets to the client, assume the player knows the entire map top to bottom.
If you’re not doing x-ray/wallhacks, or you want to minimize the damage caused from cheats, you should implement either server-side cheat detection, or have a social system (such as a votekick) so that your playerbase can handle cheaters for themselves. There is a reason why top games (even AAA) still suffer from cheaters, building good anti cheats is very difficult.
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