Hi!
I’ve got a remote event, which gives items when fired.
I wanna protect my game from exploiters, so the main problem is exploiters can fire the remote event and get free items, or something. How do I check if remote events were falsely fired?
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You can’t check if an exploiter fired the remote but what you can do is add some sanity checks on the server. (Example: if you make a sword then you might want to add a denounce unique for each player on the server)
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What if i have a remote event that bans on server side?
A Exploiter can falsely ban someone.
When you do :FireServer() the server gets the first argument as the Player that fired it always so you could check that it was fired by yourself or an admin.
For example:
Client:
BanSomeone:FireServer(PersonToBan)
Server:
local function ban(PlayerWhoFired, PlayerToBan)
if PlayerWhoFired.Name == "YourName or Admin" then
-- Perform ban
end
end
BanSomeone.OnServerEvent:Connect(ban)
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Thanks, gonna use it!!!
1 Like