Game Development Community

Timed hits in multiplayer

by Wesley Hopson · in Game Design and Creative Issues · 03/21/2012 (8:21 pm) · 1 replies

I am working on creating a multiplayer rpg with some pvp combat included I would love to do timed hits in much a similar manner as is done in paper mario or super mario RPG but the problem is I can't for a life of me think of a concrete way to prevent client side cheating. I can imagine players using all sorts of timing bots and what not. So I am left with either not doing timed hits at all or make them more minor. So I guess i am wondering just How would you recomend to go about protecting against these sorts of exploits.

#1
03/22/2012 (8:19 am)
When the client issues a timed event command (commandToServer) have the server do a time check (server ran script logic) and if whatever timing requirement is met then allow the hit to be activated (commandToClient).

Keep in mind that the more authoritative the server, which Torque is designed for, the harder cheating is for the player.