I think someone told me about some sort of remote event limit, not necessarily the extra instances. I’m not exactly sure though, I suppose either way you’re connecting to an event that happens.
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The server can impose checks on the client for issues like this.
Say I’m designing a gun system:
- Player fires event
- Server receives event
- Server checks that the event hasn’t been fired by the player in the last X seconds
- Server checks that the distance between the player and target is within X studs
- Server checks that the player isn’t above X studs in the air
- Server validates event
- Server fires post-processing effects to all clients
There’s nothing inherently wrong with RemoteEvents
, or with exploiters continuously firing them. The issue arises when the server doesn’t perform checks to maintain the validity of whatever the client is doing.
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