Game does not detect my script inside ServerScriptService?

I’m trying to make my system more secure, to avoid exploiters using saveinstance() to look at how my system was made.
This script powers everything with Enum.KeyCode.
image
This script is the one that’s being powered, so it has functions inside that are supposed to fire when the Technica_Engine_1 is requesting to do a function.
image
Upon pressing Test, the Technica_Engine inside SSS disappears (like it should, since anything inside SSS disappears), but it doesn’t get detected that it was here.

This is my script inside ReplicatedFirst:

local Technica_WL = require(game.ReplicatedStorage:WaitForChild("Technica_Whitelist"))
local Engine = game.ServerScriptService:WaitForChild("Technica_Engine")
local Player = game.Players.LocalPlayer
function Startup()
	warn("Administrators Loaded -- Technica_Whitelist")
	for i,v in pairs(Technica_WL) do
		if Player.Name == v then
			game:GetService("UserInputService").InputBegan:Connect(function(Key,IsTyping)
				if IsTyping then return end
				if Key.KeyCode == Enum.KeyCode.KeypadOne then return game.ServerScriptService.Remotes.Panel.Page1:InvokeServer() end
			end)
		end
	end
end

if game.ServerScriptService:FindFirstChild("Technica_Engine") and game.ServerScriptService:FindFirstChild("Technica_Engine"):IsA("Script") then 
	warn("Requesting")
	wait(2)
	Startup()
end

game.ServerScriptService.ChildAdded:connect(function(Child)
	if Child.Name == "Technica_Engine" and Child:IsA("Script") then 
		wait(2)
		Startup() 
	end
end)

How would I make the Technica_Engine_1 know that the serverscript Technica_Engine is there and it can start firing functions?

1 Like

Local scripts cannot access serverscriptservice or serverstorage. This is because serverscriptservice and serverstorage aren’t replicated to the client.

Also, exploiters cant copy serverside code. They can only copy models and client-side code (local scripts).

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I already know that.
I only said, so exploiters can’t see how my system is made. Basically Explorer wise, not code.

As far as I know, Explorers put themselves inside of CoreGui, which is something you cannot access as a dev.