every time the owner of the game joins, it must create a string value and generate something.
The receiver has 3 seconds to receive the string value before it’s deleted.
hackers can change local scripts and see values in replicated storage
So it won’t work? What could we do about that?
The Values in Replicated Storage will be DELETED within 3 seconds, If they attempted to receive the value after 3 seconds it will return nil because it’s deleted.
If Exploiters can view the client sided scripts you can just basically turn the Receive Code variable into nil after firing the event.
also is this only if the owner joins? whta if other people join?
Sadly, I have discovered this thing from a long time ago, No matter how we try to secure the client sided scripts, ADVANCED exploiters can still view and change something to the client sided script.
So it’s best to recommend to make advanced anti-exploit.
It’s only when the owner of the game joins, the other people that just joined in the game won’t effect it.
because of the if statement i made.
how will your leveling system work?
If they pick something up/ if do something like walking, jumping, training, hunting.
for walking you could use humanoidrootpart velocity and for jumping you would have to use a cooldown system
not sure about training or hunting
training i make custom button, and hunting is like killing other humanoids
then for training a cooldown system and for hunting uhhh no clue
you would have to do a whole humanoid / damage anti exploit
tbh there will pretty much always be a way for hackers to mess up your game
yeah, but i just want to secure it basic, so that only advanced hackers can hack the game. but even if they hack it i’ll create a ban system.
I’m afraid the logic is all I can give, I don’t work much in this.
Thanks everyone. I have though about it with your tips. Now i know how to make it! (There are multiple ansvers and i can only mark one as a solution)
If hackers know what they are doing, they can see anything in your game using :GetChildren()
Example:
local children = script.Parent:GetChildren()
for i,v in pairs(children) do
print(v)
end
they cannot see everything in your game, they can only see what replicates to the client