I was thinking about anti exploit scripts, and had a thought about the ban functions that some of them have. I just wandered how they save the ban status of the target player, which i assume would be a datastore. My question is, how would they secure a remote (to tell the server to append the data to the store) from an exploiter simply deleting the remote, thus theoretically throwing an exception on the ClientSide?
Clientside:
local function banDetected(reason)
Remote:FireServer()
wait()
LocalPlayer:Kick('You have been banned for the following reason: '..reason)
end
Serverside:
local Remote = game.ReplicatedStorage.Remote
local DSS = game:GetService("DataStoreService")
Remote.OnServerEvent:Connect(function(player)
local store = DSS:GetDataStore('AntiExploitBans')
store:SetaSync(player)
-- rest of script
end)

2 comments
I was about to say something about how some stuff couldn't be detected, but then i actually realised the stupidity of my question. Sorry for wasting your time.
Time can't be wasted. Just make sure to accept my answer lol