#How would I secure this RemoteEvent?
37 messages · Page 1 of 1 (latest)
game.Workspace.IceCreamShopDemo.Step1.Touched:Connect(function(part)
if tutorialIsPlaying == true then
if currentStep == 1 then
game.Workspace.IceCreamShopDemo.Step1.CanTouch = false
game.Workspace.IceCreamShopDemo.Step1.Transparency = 1
game.ReplicatedStorage.Remotes.MoveNPC:FireServer("IceCreamShop")
Module.Animate(script.Parent.Dialog, "As you can see, there's a customer. Right now there isn't a timer, but when you start your job, you'll have 15 seconds to give it to the customer.")
task.wait(5)
Module.Animate(script.Parent.Dialog, "You can see above the customer what they want")
task.wait(2)
Module.Animate(script.Parent.Dialog, "Okay, now let me show you how you make the ice cream")
task.wait(2)
Module.Animate(script.Parent.Dialog, "First you have to take an ice cream cone")
game.Workspace.IceCreamShopDemo.Cones.Cone1.Material = Enum.Material.Neon
game.Workspace.IceCreamShopDemo.Cones.Cone1.BrickColor = BrickColor.new("Lime green")
currentStep = 2
end
end
end)```
You can try using encryptions
Ask chatgpt or Gemini for help
The one I use is XOR encryption
Basically converts anything into bunch of random letters using a specific key, and using the same key it can be turned back into data you can use
tags
or atributes
just set one on NPC
and on server check
if the tag / attribute exists
client cant add those on server
How can I check for it on the server if I set the tag on the client (localscript)
dont set it on client
.
** You are now Level 8! **
What should I then do on the client? (the script where I fire the remotevent)
oh this is touched
what is
the argument
IceCreamShop
It's just an argument that tells the serverscript what NPC to move
btw Touched is on server
not client
u dont need
remotes
works on client
workspace.IceCreamShopDemo.Step1.Touched:Connect(function(part)
local player = game.Players:GetPlayerFromCharacter(part.Parent)
TutorialRemote:FireClient(player)
-- Do stuff u need to do on server
end)