Open Gui Not Working

@ElectroFLash_1 You’d be better off marking my post as the solution since it has more checks done on the client, to help mitigate the effects of exploiting. Having absolutely no checks done on the client, means that the RemoteEvent could potentially be changed in a way that makes the data being sent invalid. Be sure to correct me if wrong though.

Of course!

So basically the server script will detect when your part is touched, right? Then if the part is touched by a humanoid, that way it has to be a player touching it to work, it will fire the remote event. The debounce is really just there so the player cant spam open the UI, but you dont necessarily need it.

As for the local script, it detects when the event is fired by the server script, and when it is it makes your frame visible.

You can see how these scripts connect. The server takes the remote event and uses the FireClient function. Then, the local script uses OnClientEvent to detect when its fired.

Hope this helps!

Sorry, i suppose i didnt think it would matter if an exploiter fired an event that simply puts a UI on your screen. But if you find this as a serious issue in a game then thats just your way of doing it. Plus, it would only affect the exploiter, nobody else. But, like i said before, everyone has their own way of scripting.

Have a nice day

I put it as a solution to avoid exploiters, but it already generally avoids opening gui

Honestly I’m not sure at this point. But it’s good to do such checks anyways out of habit in case other players become affected. Since your firing the player through :FireClient() anyways, it would be assumed that it may be useful to do some checks on the client side before you enable their gui and it’s useful to do that out of habit anyways.


Edit:

This could potentially be possible. Even if the exploiters can only manipulate their own client, they can still read data from RemoteEvents in ReplicatedStorage for example and potentially make the data invalid. This could in turn affect another player, but like I said it’s good to do some checks on the client anyways to help minimize the impact if something goes wrong.


I know that, but in between when the data gets set to a RemoteEvent (before the data gets sent to the client), exploiters may still be able to read and access its data. Just because they aren’t able to manipulate different clients directly, it doesn’t necessarily mean that clients cannot be indirectly affected by exploiting. For that, it is still a good practice to do extra checks on the client whenever and wherever you can.

Like i said, you do you! Have a nice day bud

Did you understand what i explained though, just so you know for the future?

Edit: if you have any other questions feel free to ask

Local scripts should only affect the client no matter what. It may be possible to affect other players, but i do not think so. In any case, everyone is allowed to code their own way.

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