I have this localscript that basically clones another script like this:
local input = script.Parent:WaitForChild("sb").editor.main
local run = script.Parent:WaitForChild("sb").run
local stop = script.Parent:WaitForChild("sb").stop
local save_load = script.Parent:WaitForChild("sb").save
local console = script.Parent:WaitForChild("sb").console
local head = script.Parent:WaitForChild("sb").head
local plr = game.Players.LocalPlayer
local count = 0
local closer = script.Parent.sb.closer
run.MouseButton1Down:Connect(function()
count = count + 1
local s = workspace.TEMP:Clone() --Cloning the script
s.Parent = game:GetService("Workspace")
print(s.Parent) --returns Workspace
s.ss.Value = input.Text
print(input.Text,s.ss.Value) --returns print("test")
s.Name = plr.Name.."_script"..count
print(s.Name) --returns PyccknnXakep_script1
s.Disabled = not s.Disabled
print(s.Disabled) --returns false
--checker
if game:GetService("Workspace"):FindFirstChild(plr.Name.."_script"..count) then
print("script found") --returns script found
else
print("attempting to make another") --doesnt return
local s = script.Parent.Script:Clone()
s.Parent = game:GetService("Workspace")
s.source.Value = input.Text
s.Name = plr.Name.."_script"..count
s.Disabled = not s.Disabled
end
end)
stop.MouseButton1Down:Connect(function()
if count <= 0 then
return warn("Please create a script before deleting it!")
end
local s2find = workspace:FindFirstChild(plr.Name.."_script"..count)
if s2find then
count = count - 1
s2find:Destroy() --destroys the script
else return end
end)
Inside of the server script that is cloned:
wait()
loadstring(script.ss.Value)()
The weird thing is the script clones and everything, but the script doesn't load the value.
Yes, LoadStringEnabled is turned on and so is FilteringEnabled. Any help?

11 comments
How so?
Because since you changed the value on the client side, only the client will see it. The server will not see it nor the other clients.
Yeah but if the client sees it then why doesnt it load the string?
Because the server is loading the string, not the client.
Could you show me how to make it so it works throughout the server?
I know how to use remote events, I just don't know how to use them in this case.
Send the info what you want to be run using Remote events.
How could I send a script, as a string, in a remote event? And what would the remote event do? Change the value of the stringvalue inside of the script? Keep in mind i need to destroy the cloned script aswell.
Don't you remember how I made the client send info to the server to run in my game? https://pastebin.com/1FSCUKsV
Unfortunately, no, I don't remember. But this should work, I'll now redo my code now. Thanks!
Could I make it stop though?