So I’m working on a game that chooses one player to be a Giant and sets a boolvalue inside of that player to true in order to give them controls to do certain things that Non-Giants can not do. I was testing and found out that if I enable the boolvalue from the Client (Should be enabled from the server), then I get the Giants Controls when im a non giant. So basically what Im asking here is, Is there a way to check if the boolvalue was updated from the client and if so, Kick them?
from what Im understanding is that you are letting the client deciding on if they can become a giant
no, don’t do that, what you should do instead is to have server deciding on if they can become a giant, and if they can, let the server transform them into one
the interesting thing is that if you set a bool value from client-side, it doesn’t get replicated to the server most of the time, and if not, I believe all of the time. for example, if you simply just use a local script say “hi we are going to set this value to true”, the server may not even recognize that value being true. that’s just a part of FilteringEnabled
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additionally here’s an example:
Im setting the bool value to true on the CLIENT side
the server does not replicate that and still sees that value as FALSE
The player does get set to a giant from the server. But if an exploiter enabled the IsGiant boolvalue from the client they still get the giants perks
i think handling anything that’s not solely a graphical element on the client side is a bad idea, and in your case, perks.
the only thing you would want your client to handle is the value-change of the bool itself, nothing else. everything else should be a server’s job
quote from autterfly, think offensively and defensively