you should fire the remote from the client but only use that to request a punch, then add the player to a table, play the animation, wait for your cool down then remove them from the table and if they try to fire the remote while in the table just don’t do anything
I actually didn’t know it was possible to manipulate .Ended with :AdjustSpeed is this exploit vulnerable to server-scripts playing the animation instead because my game relies on .Ended to stop the hitbox.
Even though I use a different cooldown system with CollectionService for Tool.Activated.
Is mines also vulnerable?
local __CS = game:GetService("CollectionService")
__TOOL.Activated:Connect(function()
if not __CS:HasTag(__PLAYER, "__ONCD") then
__CS:AddTag(__PLAYER, "__ONCD")
__STUFF.__EVENTS.__CD:FireClient(__PLAYER, 2) -- THIS IS JUST COSMETIC COOLDOWN BAR
newHitbox:HitStart()
__HANDLE.__SLASH:Play()
__SLASH:Play()
task.spawn(function()
__SLASH.Ended:Connect(function()
newHitbox:HitStop()
end)
end)
task.wait(2)
__CS:RemoveTag(__PLAYER, "__ONCD")
end
end)