Roblox Kick Player Script

A solid roblox kick player script is basically the first line of defense for any developer who doesn't want their game turned into a chaotic mess by exploiters or bad actors. Let's be real—the second your game starts getting even a little bit of traction, you're going to run into someone who thinks it's hilarious to ruin the experience for everyone else. Whether they're spamming the chat, using fly hacks, or just being generally toxic, you need a way to show them the door.

Setting up a kick script isn't just about being a "mean" admin; it's about maintaining the vibe of your community. If you've ever spent hours debugging a script only to have a random player come in and break the game logic, you know exactly why having a reliable way to remove them is essential. In this guide, we're going to break down how to build these scripts, from the super simple one-liners to more complex systems that only let specific people (like you or your mods) use them.

The Absolute Basics: How Kicking Actually Works

In the world of Roblox (and Luau, the language Roblox uses), kicking a player is surprisingly straightforward. Every Player object has a built-in function called :Kick(). When you call this function on a specific player, their connection to the server is immediately severed, and they get sent back to the main menu.

The most basic version of a roblox kick player script looks like this:

lua game.Players.PlayerName:Kick("You have been removed from the game.")

But wait, don't just copy-paste that and call it a day. If you put that in a standard script and it runs the moment the server starts, it'll probably error out because "PlayerName" isn't a real person yet. Plus, you usually don't want to kick people the instant they join unless you're making a private club or something.

The magic happens when you give a reason. Inside those parentheses, you can type whatever message you want the player to see on their "Disconnected" screen. If you leave it blank, they just see a generic "You have been kicked from the game" message, which is fine, but it's usually better to let them know why so they don't just keep coming back and doing the same thing.

Making it "Admin Only"

Now, here's where things get important. You absolutely cannot just leave a kick script lying around where anyone can trigger it. If you put a "Kick Player" button in a GUI and don't secure it properly, an exploiter can just find that button's signal and kick everyone in the server—including you. That's a nightmare scenario.

To prevent this, you need to check who is trying to run the script. This is usually done by checking the player's UserId. Your UserId is a permanent number attached to your account that never changes, unlike your username.

Here's a simple way to write a script that only lets you kick someone:

```lua local allowedUsers = {1234567, 89101112} -- Replace these with real UserIds

game.Players.PlayerAdded:Connect(function(player) player.Chatted:Connect(function(message) -- Check if the player is in our allowed list local isAllowed = false for _, id in pairs(allowedUsers) do if player.UserId == id then isAllowed = true break end end

 if isAllowed and message:sub(1, 6) == "/kick " then local targetName = message:sub(7) local targetPlayer = game.Players:FindFirstChild(targetName) if targetPlayer then targetPlayer:Kick("Kicked by an administrator.") end end end) 

end) ```

In this setup, you're looking for a specific chat command. It's a bit old-school, but it works. If you're on the "allowedUsers" list, you can type /kick PlayerName in the chat, and the server will handle the rest.

Using RemoteEvents for UI Buttons

Most modern games don't use chat commands for moderation; they use a clean staff panel with buttons. This is where things get slightly more technical because you have to deal with the "Client-Server" relationship.

In Roblox, a GUI (the buttons on your screen) lives on the Client. However, a player cannot kick another player from the Client. If they could, it would be a massive security hole. Instead, the Client has to send a "request" to the Server, and the Server decides whether or not to actually perform the kick.

This "request" is handled by a RemoteEvent.

  1. ReplicatedStorage: Create a RemoteEvent and name it KickRequest.
  2. LocalScript (Inside your Button): When the button is clicked, it fires the RemoteEvent.
  3. Script (In ServerScriptService): This script listens for the RemoteEvent, checks if the person who fired it is an admin, and then kicks the target.

It's that "check if they are an admin" part that is the most crucial step. Never trust the client. If your server-side script just kicks whoever the client tells it to, you've essentially given every exploiter a "Ban Everyone" button. Always verify the UserId on the server.

Kicking for Anti-Cheat Purposes

Sometimes, you don't want a human to have to click a button. You want the roblox kick player script to be automated. This is common for basic anti-cheats.

For instance, let's say your game doesn't have any vehicles or teleportation. If a player suddenly moves 500 studs in half a second, they're clearly cheating. You can write a loop that checks player positions, and if the math doesn't add up, you trigger the kick.

lua -- Very basic speed check concept while true do task.wait(1) for _, player in pairs(game.Players:GetPlayers()) do local character = player.Character if character and character:FindFirstChild("HumanoidRootPart") then -- Logic to check distance over time goes here -- if distance > maxAllowed then player:Kick("Speed hacking detected") end end end

A word of caution: automated kicking is risky. Roblox physics can be janky. Sometimes a player might get flung by a bugged door or an explosion. If your script kicks them for that, they're going to be annoyed. Most experienced devs prefer to "rubberband" them back or log the incident rather than instantly kicking, unless the evidence is 100% solid.

Custom Kick Screens

Did you know you can make the kick message look a bit more "pro"? While you can't change the font or the grey background of the default Roblox kick UI (since that's a system-level screen), you can format the text inside the :Kick() function.

You can use "New Lines" (\n) to create space. For example:

player:Kick("\n [MODERATION] \n Reason: Exploiting \n Appeal at: ourdiscord.gg/link")

This makes the message much easier to read and looks a lot more official than a wall of cramped text. It's a small touch, but it makes your game feel more polished.

Why Some Scripts Fail

If you're trying to run a roblox kick player script and it's just not working, there are usually three main culprits:

  • Wrong Environment: You're trying to call :Kick() on a player from a LocalScript without using a RemoteEvent. Check your output window; it'll probably say something about permissions.
  • Nil Players: You're trying to kick a player who has already left the game. Always use FindFirstChild or a similar check to make sure the player object still exists before you try to act on it.
  • Case Sensitivity: Roblox is picky. player:kick() (lowercase 'k') will not work. It must be player:Kick().

Best Practices for Moderation

As you implement your kicking system, keep in mind that "kicking" is just a temporary fix. A kicked player can just click "Reconnect" and be back in your game in thirty seconds. If someone is truly being a menace, you'll eventually need to look into DataStores to create a permanent ban system.

But for general cleanup? A kick script is perfect. It's a "warning shot." It tells the player that you're watching and that their behavior isn't allowed.

Also, it's a great idea to log kicks. Whenever your script boots someone, have it print to the console or, better yet, send a webhook to a Discord channel. That way, you have a paper trail of who was kicked, by whom, and for what reason. It helps you spot patterns—like if one particular moderator is being a bit too power-hungry, or if one particular player keeps trying to join and cause trouble.

At the end of the day, a roblox kick player script is a tool. Like any tool, it's all about how you use it. Keep your code clean, keep your server-side checks tight, and your game will be a much better place for everyone involved. Happy developing!