How Do You check if a remote is stopped

Hello, so Im trying to find out how to find out if a remote even was stopped and take action.
I know about how to detect remote events firing infinitely like

while true do 
wait(0.1)
game.replicatedstorage.moneyevent:fireserver()

but how can I check if someone actually Stops The remotes from firing in order to lets say stop me from banning them?

You can’t. Not that I know of.

The only solution is to check whether or not the script is being fired from the server. The way you would do that is to have a check every minute for the amount of times a player has sent a remote.

for example


--Server
PlayerList = {}
PlayerAdded:Connect(function(Player)
    PlayerList[Player] = 0
end)
Event.OnServerEvent:Connect(function(Player)
    PlayerList[Player] += 1
end)
-- You can do a while true do or a stepp function now.
local RateDelay = 0
while game:GetService("RunService").Stepped:Wait() do  
    if RateDelay % 100 = 0 then
        --for loop here checking each player in PlayerList whether or not value is 0 or not.
    end
end

use game.Players:GetChildren() bro

and yeah i don’t think there’s a way to do that but you can track the remote, but that’d be a specifically one and not every remote in the game

first thing: if you’re trying to prevent exploits in your game, here you go a tip:

clients can not see anoter client’s player gui, so you can make the remotes in there and check if the script that fired the event was the one supposed to

game.ReplicatedStoage.moneyevent:FireServer(script)
game.ReplocatedStorage.moneyevent.OnServerEvent:Connect(function(player, script)
   if script ~= player.Character.local_script then -- put the path here
   player:Kick()
   else
      game.ServerStorage.AddMoney:Fire() --use this for the real remote
   end
end)
game.ServerStorage.AddMoney.Event:Connect(function(player)
  player.leaderstats.Cash.Value += 100
end)

I think a better method would be game:GetService(‘Players’):GetPlayers()

yeah that is good as well but he should’ve been used GetPlayers or GetChildren

While this is true, if anyone fires it, they can just add that script as an argument to the fireserver. It won’t really stop them from firing it with exploits.

How would one know if an exploiter put the second parameter as the local script?

yeah true so the script could have a cooldown? i mean if it is fired more than once in less than 30 seconds the player’s banned

You’d want to use a table with a debounce.

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well, there’s remote spys.

the one of KRNL can even see the entire code of the fire event and he’d know the second parameter and as kaid3n22 said, it’d work

I’m not sure I’m following. The table and debounce is for cooldowns only. You’d verify that a certain amount of time has passed when the player fires the remote, otherwise you’d simple drop the request.

ik i was explaining how the exploiter can use the fireserver to abuse it
i was just explaining that there’s a way to see the parameters and remote spies are a thing i wasnt talking about the table cooldown

I see. Theres no way to prevent that as exploiters have absolute control over their client. The most you can do is validate information on the server.

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