How should I prevent exploiters spamming my RemoteEvent for VFX replication?

Hello developers,

I’m currently practicing making a battleground game, and I was wondering how I should prevent exploiters from spamming RemoteEvents that are used to replicate VFX to all clients. If an exploiter repeatedly fires these RemoteEvents, it could potentially cause lag or even crash other players’ games.

After doing some research, I found two common methods to prevent this:

  • Debounce
  • Rate limiting

However, I have a question. What to do if a legitimate player triggers an effect while the debounce or rate limit is active from the previous effect that was created by them?

VFX replication should only be triggered by the server, never by the client. The server is responsible for handling the game’s combat logic, including when VFX should be replicated. However, the VFX themselves should only be rendered on the client.

2 Likes

So, I got a dash system and I want a rock trail to spawn behind the player every 0.06 seconds. How would I replicate my VFX (rock trail) from server to all clients? This is what I got now

DashConnection = RunService.Heartbeat:Connect(function(Delta: number)
	DashElapsed += Delta
	TrailElapsed += Delta

	if not IsShiftlock then
		Humanoid.AutoRotate = false

		local _, Y = Camera.CFrame.Rotation:ToEulerAnglesYXZ()
		HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position) * CFrame.Angles(0, Y, 0)
	end

	local Alpha = math.clamp(DashElapsed / Duration, 0, 1)
	local Speed = StartSpeed * (1 - Alpha)

	local Directions = {
		Forward = HumanoidRootPart.CFrame.LookVector,
		Backward = -HumanoidRootPart.CFrame.LookVector,
		Right = HumanoidRootPart.CFrame.RightVector,
		Left = -HumanoidRootPart.CFrame.RightVector
	}

	if DashElapsed >= Duration then
		DashForce.Parent = nil
		DashForce.Attachment0 = nil
		Humanoid.AutoRotate = true
		SetMovementState(true)
		DashConnection:Disconnect()
		DashConnection = nil
	end

	if TrailElapsed >= .06 then
		local Direction = IsSideDash and HumanoidRootPart.CFrame.LookVector or HumanoidRootPart.CFrame.RightVector
		Direction *= TrailIndex % 2 == 0 and 2 or -2

		Effects.Rocks.SpawnDebris {
			Origin = CFrame.new(HumanoidRootPart.Position + Direction),
			AmountOfDebris = 1,
			Duration = 5,
			SizeRanges = {X = {.7, .7}, Y = {.7, .7}, Z = {.7, .7}},
			CastRange = Character:GetExtentsSize().Y / 2 + 8
		}

		TrailIndex += 1

		if TrailIndex > 1 then
			TrailIndex = 0
		end

		TrailElapsed = 0
	end

	local DashDirection = Directions[DirectionType]

	DashForce.VectorVelocity = DashDirection * Speed

	if DirectionType == 'Forward' then
		local HitboxOrigin = HumanoidRootPart.CFrame * CFrame.new(0, 0, -1.5)

		local DashHitboxResult = Hitbox.CreateHitbox(HitboxOrigin, Vector3.new(4, 5, 3))
		if not DashHitboxResult or #DashHitboxResult.Characters < 1 then return end

		for _, Target in DashHitboxResult.Characters do
			if Target == Character then continue end

			local TargetHumanoidRootPart = Target:FindFirstChild('HumanoidRootPart')
			if not TargetHumanoidRootPart then continue end

			local DashMagnitude = (HitboxOrigin.Position - LastPosition).Magnitude

			Hitbox.VisualizeHitbox(HumanoidRootPart.CFrame * CFrame.new(0, 0, -1.5), Vector3.new(4, 5, 3))

			if DashMagnitude <= 10 then
				Knockback(Target, HumanoidRootPart.CFrame.LookVector, StartSpeed, Duration)
			end

			if DashConnection then
				DashForce.Parent = nil
				DashForce.Attachment0 = nil
				Humanoid.AutoRotate = true
				SetMovementState(true)
				DashConnection:Disconnect()
				DashConnection = nil
			end
		end
	end
end)

I will mark this as a solution again after I got the answer for this. Sorry for the incovenience.

Couldn’t you use a remote event with :FireAllClients() with then passing the effects in as a parameter?

When firing the RemoteEvent to all clients, only send the information required to identify the VFX to play. Store all VFX logic and data in ModuleScripts inside ReplicatedStorage, then have the LocalScript look up and execute the appropriate VFX function based on the parameters received from the RemoteEvent. You can also include a Player or a list of Players in the parameters so the VFX is applied only to specific characters, rather than every client.

Sorry for the misunderstanding but the code I sent was from a localscript and I want to replicate my rock trail vfx from a client to every clients.

Then at this point you must send a request to the server to replicate the rock trail to all other clients, but you should make sure you debounce it and also check their MoveDirection and see if it’s greater than vector.zero to see if they’re actually dashing before actually applying the trail