Giving network ownership to non physical instances

  1. What do you want to achieve? Keep it simple and clear!
    giving a value network ownership to the client

  2. What is the issue? Include screenshots / videos if possible!


    image

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    yes i did and its for physics stuff
    im thinking of using a part and making it send the message using binary :sob: (something like Position = Vector3.new(11,000,111) task.wait(0.1) Position = Vector3.new(11111,000,1111)

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

i dont want to use a remote event to change it i want client to server replication

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hmimage

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so smart homie
Never try fixing problems again :sob:

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Could you just make it a StringValue in the Workspace?
Have both the server and client read that value.

There’s also BinaryStringValue, but I think that’s for a single binary number.

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doesnt work

its a value too which has no network ownership

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Why not remote events ? It’s the only way and works very good

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i made anti dex and infinite yield script
Im scared someone might use remotespy get the path of the kicking remote and just destroy it and then my anti cheat will be useless

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Why would you ever have a kicking remote? just kick them. The point of network ownership is who has control over a part, and who is responsible for doing physics calculations for that part.

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kicking remote that kicks the person who fires it

you know that the exploiter can disable kicking by just hooking function?
you know that exploiters can use remote spy to find the kicking remote then destroy the remote that kicks them?

the method of kicking that im talking about is something less obvious for exploiters to do
which should make my game safe for a bit :person_shrugging:

On the server you can just kick him. Exploiters can’t do anything on the server.

If the anti cheat is on the client, they can simply delete the script or they can hook functions in your script to avoid being kicked.

That’s @mhmdsndb3’s point. A kick script should be server based, not client based.
If the server detects them exploiting then kick them.

You can’t rely on client based kick scripts

i understand what you mean but my script is detecting if something weird happens on the client

i want to make a new method of telling the server that it should kick the player which will be harder than just using remote spy or anti kick

Just use a remote event. It will self kick. From the server point of view, it will kick the player that fired the event. Even if exploiters got ahold of it, they won’t be able to use it since it will just self kick. Either way, you have to communicate to the server somehow in order to tell the server that the client is not acting as usual.

an extra layer of protection so if some newbie exploiter tried to make a bypass for my anti cheat

it will be harder since dex is detected and im thinking of making a script that clears the output in case someone tried to get information via the console (plot twist dev console counts as an instance which my other anti cheat script which is made for infinite yield will think its an infinite yield script :skull: )

They can’t get good information out of the console unless you print important stuff from the client

maybe they will try to print stuff’s name trying to find anything useful to exploit

I don’t think names will give them admin access. For an anti-exploit, personally, avoid letting your backdoor open by protecting your communication with the server. (For example, don’t just use a generic kick remote event, so whoever fires it gets to choose who to kick, instead, verify from the server if they have access)

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