#Managing ammo
1 messages · Page 1 of 1 (latest)
No hackers can't tamper
They can only tamper with the values on there own computer but it won't effect the server
Wait youre saying i should manage ammo on the server?
Oh by ammo i meant like the magazine of the gun
Like how much ammo the player had left to shoot before they need to reload
If it's managed on the client then it can be tampered
Everything can be tampered on the client side
Not only attributes
They could delete your gun localscript and replace it with there own gun localscript
Oh no
I have everything being handled on the client except for damaging other players
Maybe the server can only allow you to damage players after a debouce
Guns are very easy to hack In multiplayer games
Because we rely on the client for accurate information
Hacker can't change server value, even if they did, it only effect client unless your game having unsecure remote event
Raycast should be done on server
So do i use remote events every time the player wants to fire and manage ammo on server side?
I recommended to do check on both side, if gun has no ammo then client shouldn't fire event to reduce ping lag, even they fire event using exploit, server will still sanity check if it's eligible for firing the gun
Ah alright thanks
maybe
There more optimization you can made.
yes that's a good way
im still a little confused but:
-Client fires a remote event to server
-Server handles ammo logic (im confused what to do here)
-IF AMMO IS > 0 THEN Server then fires another remote event to the same client
-Client performs action
so i send the raycast information to the server?
Wdym client perform action?
shoot a bullet
If client perform it, then other client won't see the bullet
yeah if client laggy tho the bullets will feel delayed
If you making fire event