Is it possible to check if the remote event is being fired extremely fast and if it is, then kick the client?

I’m trying to make remote security for my game, and I’m wondering if this is possible.

For clarification, are you asking how to determine the speed of the code firing your remote event?

For short, I’m basically asking how you determine the length in seconds between remote events being fired. Like, can you use tick() to determine if it’s being fired fast? And if the seconds in between the remote events being fired are really short, let’s just say 0.01 seconds for example, then it would kick the client.

For each player, measure the time since they last fired the event and use that to calculate the rate. If the rate is higher than some defined threshold then you can kick the player.

A 3-strike system might also be a good idea to prevent people getting kicked from potential false positives.

How would you measure the time since they last fired the event? Would tick() be a good option?

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Tick should work fine, haven’t heard of any other methods personally.

Alright, I’ll try that method out.