3/17/2024 0 Comments Roblox hack client 2018If you perform calculations on the server that take latency into account to rebalance the playing field (allowing players experiences to be impacted by other player’s latency), then players can exploit the system by introducing artificial latency. The players with less latency will be at a slight advantage. This can be done using timestamps and mathematical formulas. When a client receives another client’s action, it should interpolate the current position to current position the object owner has. The best you can do to reduce latency’s impact is to intelligently hide this on client systems (interpolation and extrapolation). This is the lowest latency that can be obtained without allowing direct peer-to-peer connections, but that is a security/privacy issue. How would I go about doing such a thing? Will checking the speeds also work if they teleport the vehicle? (Will they even be able to do that?) And will I have to make my own collision scripts too? What about laggy players? Will I get many false positives?Īny tips that can lead me in the right direction will be highly appreciated.Īssuming a client action cannot be predicted, the other clients will always be at least the latency of the acting client’s upload latency plus the receiving client’s download latency behind the acting client. So I would have to add server-sided checks to check if anyone is exploiting. I don’t think it would be a good idea to make the car completely server-sided (and have the client send controls to server) because this will cause unacceptable lag in a racing game. They could increase speeds, turn constraints faster than they should etc. Doing this, however, will make it easier for exploiters to modify it. If you want to have responsiveness, you want the player to take NetworkOwnership of the vehicle. You might already have figured out where I’m going with this.
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