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Goapele closer official video
Goapele closer official video













goapele closer official video

It’s also worth noting that this score should decrease over time since occasional offenses could imply something other than exploiting. If it reaches a certain threshold, kick them. When they make an unusual request that I wouldn’t expect from a normal player, or perhaps move in an unconventional way (such as no-clipping) then I increase their score by some amount depending on how odd the action was. What I do is score how untrustworthy I consider each player in game to be. I believe you’re referring to an old post I made. If not, they’re either lagswitching or just lagging, and both of those things are annoying for other players. Mark down their responsiveness somewhere that other scripts on the server can read it, and when registering a gun shot on the server, you would just need to make sure their client has been recently responsive enough before doing damage. To get around this, you would need to make a system that records the ‘responsiveness’ of each player’s client. The issue is, when someone puts their computer in airplane mode (or whatever they do), they get this short moment of being able to just repeatedly shoot someone, and when they turn airplane mode off all these shots will register. Let’s say you have a gun system, mind you a not a very good one since the server doesn’t make sure gun shots are legitimate for the sake of the example (this is more common than it should be), and you’re looking to prevent lagswitching. If the server is pretty certain they’re lagswitching for some advantage, then just disable whatever that advantage they could be getting is for a moment. Though kicking people for lagswitching isn’t really a good idea since there’s no real way to tell the different between lagging and lagswitching on the server. Respawning the player seems like a reasonable consequence – exploiters don’t get to play the game, and false positives just get a slight, temporary interruption.ĭoesn’t the server already kick someone if their client hasn’t responded in half a minute? The consequences for exploiting do not need to be far-reaching or permanent. All we really care about is the position and changes to it.It can’t be spoofed by the client (unlike Touched or humanoid states, which the client can lie about).If raycasting every step/frame is too intensive for your game, you can still do simple region checks and flying raycast checks every second or so without a significant effect on performance.Raycast downwards from Position has consistently returned too large of a distance for X seconds? Exploiting.Raycast from last Position to current Position passes through parts? Exploiting.Position has consistently been too high for X seconds? Exploiting.Position changed too much in a single step? Exploiting.The most reliable method is to check the Position property of the root part on the server. Implement server-side checks first, then implement client-side checks only if you have to, and only if there’s still exploiters. You want these to be your first line of defense because there’s no way around them! These fall under the categories of “validity checking” and “sanity checking”.

goapele closer official video

Server-side checks can never be disabled. You do not want these to be your first line of defense! These fall under the categories of “obscurity” and “obfuscation”. Client-side (LocalScript) checks can always be disabled.















Goapele closer official video