How to prevent exploiters from tampering with cooldowns

Since exploiters can modify the parameters that are sent to the server through remote-events, I was wondering how I could implement a secure cooldown system? As some attacks would have smaller cooldowns than others and exploiters could make it such that the remote-event sends an AttackID for a smaller attack after doing an ultimate and therefor achieve a smaller cooldown. I was thinking to maybe add a sanity check that checks which animation is playing on the humanoid animator (since animations played on the humanoid replicate to server) and starts the cooldown based on which attack has that specific animation, but I am not sure about the practicality of this. I would love to know your thoughts and also if there are better ways to do this that other games have employed.
Thanks

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Not sure if I understood your question. You’re sending attackIds from the client to the server?

You could try instead only sending the keybind the player pressed to the server and the server should be the one to check which attack that keybind is connected to and then handle it with the cooldown so there are no workarounds exploiters can do.

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Oh I can’t believe I didn’t think of this. Thanks for the reply

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