Board Thread:General Discussion/@comment-24547695-20160718194119/@comment-30638561-20160823025744

Nooblox wrote: NoBanana wrote: This explains it pretty well. Only for Scripting Nerds Almost every video game deals with lag using a client-server model. Essentially, the server constantly keeps the client up-to-date on the game and other players, and the client keeps the server up-to-date on what its player is doing. However, with exploits you can trick the server into thinking that the client is doing something it actually isn't. FilteringEnabled makes it so that whatever the client does doesn't replicate to the server.

The problem with that is that a lot of old games depend on replication between client and server. You have to redesign the scripts that run on the client so that instead of changing the game themselves, they tell the server to change the game.