Hi! We are currently experiencing difficulties with exploiters, we all know the origin of cheats which mainly comes from RemoteEvents
I’ve thought about it vaguely, but it might be useful to receive the origin of the trigger directly on the server, without going through the client.
What would it look like?
When triggering :FireServer() , For those who wish, we could access it via the event Connect(function(plr, TriggerOrigin)) a TriggerOrigin variable, to avoid blocking old scripts that are already connected to events, We could opt to include a Trigger enumeration. Like : Event.TriggerOrigin
What would this be used for?
Allowing creators to access a trigger origin could help combat RemoteEvent execution by exploiters
We could check if the origin exists on the Server.
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What are the disadvantages?
- Scripts cloned via the client would not be recognized as “eligible” for execution.
- Scripts created via the client would also not be “eligible” for execution.
- Roblox will need to create an enumeration, or a fetch event to receive the origin on the server without going through the client, since the client could point to another script already existing on Server.
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Let me know what you think!
- Good idea, this could be useful to me.
- I don’t think it will be useful to me, but it’s a good idea.
- Bad idea