Something about teleport service

If you made a game and that game had a game mode that requires some stuff How to protect the game from having exploiters joining without these requirements like they can just use

game:GetService("TeleportService"):Teleport(the id of the game ,game.Players.LocalPlayer)

And omg they just bypassed the requirements

Maybe send teleportdata on the server which is checked on the other place. There would be no teleportdata on the server if an exploiter teleported theirself.

You can check requirements saving data before teleporting into player’s datastore, and then checking on the recieving place if player has the requirements.

Just teleport them server side and do checks (via if statements) to ensure that they have the requirements to be teleported.

It can be exploited easily if the exploiter trys to print the data

Teleport service can be used on the client by exploits

They can get the teleportdata from the server, but the server can’t get the teleportdata on the client. So, you can know if the teleport was allowed with this.
I highly recommend this instead of using datastores.

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You are correct yes but they will not know the place ID and also you can do checks on the server side when the player joins in the other place.

Alright so I know a lot about exploiting I did it back in the day so the user is most likely going to be using a level 7 executer so basically what you want to do is kick them as soon as they join If you would like me to help you test I can do that for you I can use the executer they would use

Setclipboard (game.PlaceId)
Goes crazy

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