You can see the JumpPower attribute of the Roblox Humanoid from the server. As long as your JumpPower value isn’t being changed by a client-sided script, this should be fully protected.
There’s no real need for excessive remote events for this.
This ultimately seems like a massive waste of time and resources to create a fake remote event to spy on exploiters using it, personally I wouldn’t bother.
I’m very confused at what you’re doing, you don’t need any remote events to get the JumpPower value from the Humanoid - so why are you trying to create a fake one to try and catch out an exploiter?
Why wouldn’t you just not have any and have no security vulnerability?
they are remote functions not remote events any game even small games have security on their end and if you dont have security on your game then it would be super easy to exploit that game without any security
Yes you can, whenever it’s changed you can use AttributeChanged on the server. Unless you’re changing the JumpPower on the client which won’t be replicated to the server anyway so you should change it to the sever.
Humanoid.JumpPower returns it’s value. I think you’re approaching this from an entirely wrong point of view, why can’t you see it change? You should be changing it on the server in the first place, so communication between the client and the server is unnecessary. You’re saying that you’re creating better security, but you’re unnecessarily creating 4 remotes that can be exploited by the client.
no im changing the jump power from the client and it should not replicate on the server then how would i make something to get the value of jumpower on the client and return it into the server?
If you’re deliberately changing the JumpPower on the client so that the server can’t see it, you’re creating a lot of issues because whenever the player jumps the server will predict the player will be in a different place.
Don’t Humanoids replicate? You can store on the server what the JumpPower should be and always listen for changes with Humanoid:GetPropertyChangedSignal("JumpPower") to reset it back to the right value using a server script.