They can’t because exploits are Client Sided and if they edit ModuleScript in Client it only changes to Client, so It shows on hackers screen only, and If you really wan’t to prevent this you can check if Modules value is higher than maximum because hackers always have “craving” to make every value math.huge or infinite exxtremestuffs(exx)
But I’m pretty sure they can require it if the module script is meant for client-sided stuff. Exploiters can edit anything on their client. They have access to the debug library and other types of stuff for reverse engineering/hooking/editing your local or module scripts.
ModuleScripts are commonly placed in ServerScriptService when used by server-side scripts and ReplicatedStorage when used by client-side local scripts. Server or Client Scripts? » For the most part, tutorials on the Roblox Education website use server scripts, so your module scripts should be in ServerScriptService.
For the most part, tutorials on the Roblox Education website use server scripts, so your module scripts should be in ServerScriptService. As you develop in Roblox, you may work with local scripts, which run on individual player computers/devices.
As you develop in Roblox, you may work with local scripts, which run on individual player computers/devices. Learn more about these types of scripts in the Client-Server Model article. When created, every module script starts out with the code below:
Roblox gives the player's computer full control of their character, so physics exploits (noclip, teleport, fly) are possible. Exploiters, however, cannot see anything that only the server can see (stuff inside ServerScriptService and ServerStorage).
In reality, from someone with experience in exploits, the client cannot see server scripts. Though the instance may be cloned, the actual script remains empty. Localscripts can be read since it's replicated to the client.
Local scripts can be deleted by exploiters. The topic says local scripts, not server scripts. Clients have full control on client-side, so yes.
ModuleScripts are server-sided if required in a Script and client-sided if required in a LocalScript. ModuleScripts are both Client and Server-sided, as explained by @Vong25.
Exploiting or cheating is unfair to all Roblox players and creates a poor experience for everyone. These actions are a violation of the Roblox Terms of Use, and will lead to the deletion of an account.
yes. They're still able to modify the scripts, it just that the exploiter's changes wont apply for everyone else.
Yes they certainly can! They can disable them, copy them, and make clones of them. Every local script is client sided, and the player has complete control over them.
The anti exploit local script I made can literally be disabled by just doing :destroy() . I got an idea of making another local script to check if the local script is still there but then I realized that exploiters can literally just destroy that too along with the original anti exploit.
ModuleScripts are commonly placed in ServerScriptService when used by server-side scripts and ReplicatedStorage when used by client-side local scripts.
Scripts are lines of code that contain instructions for a game or program to follow. In Roblox, scripts can be used to do everything from giving (or taking away) a player's health points, making objects move, or anything you can think of. Roblox uses a programming language called Lua.
Code within module scripts can be used by other scripts. That way, you can call the same function that gives coins from multiple different scripts whenever a player finishes a quest or finds a pickup.
By itself, a module script can’t run code — it needs to be loaded in another script using the keyword require (). The function require () accepts one argument, the location of the module script in the Explorer. To use a module, in a separate script, set a variable equal to require (moduleScript).
In any scripts using a module script, make sure it’s loaded using the function require (). If not, that script cannot use functions and variables from the module script. Previous Coding Concept: Algorithms Next Creating with Module Scripts.