#Modules
1 messages · Page 1 of 1 (latest)
The most secure method I can think of involves grabbing the quest name every time your UI is made. Whenever you want to grab quest information, just use a remote function to grab your active quests (in a certain order if you want)
you need to know, that when module scripts are required are called and executed on the context it was called and creates a totally different version of it on the different context, meaning that even if a exploiter changes anything in his module, it is going to only modify his module, so you would not worry about this
because the server would always have their good copy that nobody can change
I don't really understand. If the exploiter modifies the reward amount (ie. Coins = 100 and changes it to Coins = 250) it will still give 100 as long as its done on the server?
basically yes, because that information is only changing on the CLIENT of the exploiter, and the server would still have the normal data from the module
mk