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.
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)
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.
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