I am curious as to how a client or a potential exploiter can access replicated storage. All my tools in the game I have worked on are located in replicated storage, so the main thing I am worried about is if an exploiter could potentially exploit tools stored in replicated stoage.
Hi there! I can help greatly with this. I’m happy to tell you what can be done. Please put the specific game link here.
It is mostly tools with server scripts in them, and some client scripts.
I’ll let you know what I find. It will take some time
First off, you’re worried more about exploiters not hackers, there isnt much you can do about hackers as thats in robloxs hands for the most part.
Exploiters can access anything you put in replicated storage (as anything in there is replicated to the client), that doesnt mean these things will work if you do proper sanity checks. Something to consider is storing tools inside of ServerStorage instead.
The best thing to do is probably just do sanity checks, for instance if someone activates a tool, check if the tool is nil on the server. If the client, or exploiter just cloned it from Replicated Storage, the server cant see it, thus, its nil to the server. Ofc this could very depending on how you have your game setup, so just do sanity checks is my point lol
Alright. To check if a tool is nil on the server, would I simply do something like this:
Tool.Activated:Connect(function()
if Tool ~= nil then
--code
end
end)
Yes, just make sure its a server script/script/regular script
Also this code can be simplified:
Tool.Activated:Connect(function()
if Tool then -- This if statement basically just checks if Tool exists, rather simple, you can also do the opposite with if not Tool then, which just checks if Tool is nil, or false, or something like that.
--code
end
end)
Man that was fun I got to go eat but yeah now you have a great idea of what can be done and honestly it isn’t much lol you can really protect your code nicely when you put the time into it
Note: We found some tools which could have their cooldowns ignored. Fixed it by moving some cooldowns to the server.
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