So recently I’ve heard that exploiters can break games by firing remote events through the client side. Wouldn’t a fairly good solution be implementing a passcode parameter only the remote events (and the developer) know, and kicking the player if they get that passcode wrong?
Here’s an example
--LocalScript
script.Parent.MouseButton1Up:Connect(function()
local key = "828kjf223"
game.ReplicatedStorage.RemoteEvent:FireServer(key)
print("Sent!")
end)
--ServerScript
game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(player, key)
if key == "828kjf223" then
print("Test Passed!")
else
print("Test Failed!")
player:Kick("Using Exploits")
end
end)
I haven’t heard anyone talk about a solution like this, would it not fix the issue? Is this an actual solution that I just never heard of? Or was I the first person to think of this solution (I kinda doubt it but still).