Hello world
Tl;dr.
How do I handle client side scripts for 100s of items only seen by the client, and stop exploiters from picking up things they shouldnt be able to, like keys, since the client tells the server it was picked up.
I want each player to solve a puzzle to get to the end, so they must find items and push things and what have you, in order to do so.
This means that player 1 would have to find a key, and so would player 2. But I’d like the item to be removed afterwards. This wouldnt be done easily with a server script (unless you got some ideas)
But if the player messes up and they need to reset, the items need to be put back in their place… I hope this makes sense… lol. I have this much worked out.
I’m using 1 script per item, stored in the players character, referencing the items to make things work client side.
What’s the best way to handle this? I dont want exploiters to just give players keys by hacking into the local scripts and hijacking the remote used to tell the server the player has picked up a key, which adds to the total keys count. As opposed to a server script that would just communicate with the server and add to the keys. Cause it’s up to the players to decide what door to use the keys on… and maybe it’s the wrong door
What have I tried? Well. That’s why I am here lol. I have no clue how to get around this since exploiters can easily see the client side scripts. I tried making the key server side, but then I cant remove it on the client side when its picked up or its lost forever. I tried moving it on the client side with CFrame but It always stayed where it was…
Any brains gots the solution? Or suggestions?
Thanks for reading!