If you're tired of trolls ruining your game, learning how to write a roblox kick player script is basically the first thing you need to do to keep things under control. It's one of those essential tools that every developer eventually needs, whether you're trying to stop a specific rule-breaker or just want to close your server for maintenance without kicking everyone out manually.
The good news is that kicking a player in Roblox is actually one of the easiest things to script. It's not like trying to code a complex inventory system or a physics-based car; it's literally just a single line of code in most cases. But, as with everything in Luau, there's a right way and a wrong way to do it. If you do it wrong, your script might not work at all, or worse, you might accidentally give hackers the power to kick other people, which is a nightmare scenario.
The basic logic behind kicking
At its core, every roblox kick player script relies on a built-in function called :Kick(). This function belongs to the Player object. When you call it, the server immediately severs the connection between that player and the game. From the player's perspective, they get a gray screen with a disconnect message.
The simplest version of this looks like this:
lua player:Kick("You have been removed from the game.")
That's it. That's the "magic" phrase. But the real challenge isn't just knowing the command; it's knowing when and where to trigger it. You can't just slap this into any old script and expect it to work.
Why you have to use a Server Script
If you take away nothing else from this, remember this: you must kick players from the server.
Back in the day, Roblox was a bit more like the Wild West, but now we have something called FilteringEnabled. This basically means that whatever happens on a player's computer (the Client) stays on their computer unless the server (the game's brain) says otherwise.
If you put a roblox kick player script inside a LocalScript, the player might see themselves get kicked, but the server won't actually "drop" them. Or, more likely, it just won't do anything at all. More importantly, if a client had the power to kick people, a script kiddie could join your game and kick every single person in the lobby just by running a line of code in their exploit executor. By keeping the kick logic on the server, you ensure that only the game's official logic (or your designated admins) can actually boot someone.
A simple example: Kicking on touch
Let's say you have a "VIP Only" room, and you don't want to bother with complex doors. You could just put a part on the floor, and if a player who isn't on the "cool list" touches it, they get kicked.
Here is how that roblox kick player script might look:
```lua local trapPart = script.Parent
trapPart.Touched:Connect(function(hit) local character = hit.Parent local player = game.Players:GetPlayerFromCharacter(character)
if player then player:Kick("You touched the forbidden part!") end end) ```
In this case, we're looking for a character, getting the player object from that character, and then calling our favorite :Kick() function. It's quick, dirty, and effective.
Using RemoteEvents for Admin Menus
Usually, you don't want to kick people just for touching a brick. You probably want an admin menu with a "Kick" button. This is where things get a bit more interesting because you have to bridge the gap between the player's UI (the Client) and the Server.
To do this, you'll use a RemoteEvent. Here's the workflow: 1. The Admin clicks a button in their GUI. 2. A LocalScript fires a RemoteEvent. 3. A Server Script listens for that event. 4. The Server Script checks if the person who fired the event is actually an admin. 5. If they are, the server executes the roblox kick player script logic.
Don't skip step 4! If you don't check if the sender is an admin, anyone can fire that event and start kicking people. Your server-side code should look something like this:
```lua local ReplicatedStorage = game:GetService("ReplicatedStorage") local kickEvent = ReplicatedStorage:WaitForChild("KickPlayerEvent")
local admins = {123456, 7891011} -- Put actual UserIDs here
kickEvent.OnServerEvent:Connect(function(player, targetPlayerName, reason) -- Check if the person sending the request is an admin local isAdmin = false for _, id in pairs(admins) do if player.UserId == id then isAdmin = true break end end
if isAdmin then local target = game.Players:FindFirstChild(targetPlayerName) if target then target:Kick("Kicked by Admin: " .. reason) end end end) ```
Adding custom kick reasons
One thing that makes a game feel professional is a clear explanation. When you use a roblox kick player script, you can pass a string into the parentheses. This string is what the player sees on their screen.
If you leave it blank, they just see "You have been kicked from the game." That's a bit boring. It's much better to say something like, "Kicked for spamming chat" or "Server restarting, please rejoin in 5 minutes."
You can even use string concatenation to make it dynamic. For example: player:Kick("Logged in from another location at " .. os.date("%X"))
This gives the user actual information instead of leaving them wondering if the game just crashed.
Anti-Exploit and auto-kicking
A lot of developers use a roblox kick player script as part of their anti-cheat system. If the game detects a player moving at 500 studs per second or flying when they shouldn't be, the script can automatically boot them.
While this is effective, be careful. Lag happens. Sometimes a player gets stuck in a wall and the game's physics engine flings them across the map. If your script is too aggressive, you'll end up kicking innocent players who just have a bad internet connection. It's usually better to log the suspicious behavior first or just teleport them back to their previous position before you jump straight to the "nuclear option" of kicking them.
Handling "Ghost" Players
Sometimes, a player leaves the game, but their object stays in the Players folder for a second or two. If your roblox kick player script tries to kick someone who is already in the process of leaving, it might throw an error in your output. It's not a huge deal, but it's good practice to wrap your kick calls in a simple check to make sure the player is still there.
if player and player.Parent then player:Kick() end
This tiny bit of extra effort keeps your console logs clean and prevents those annoying orange error messages from cluttering up your workspace.
Final thoughts on moderation
Having a roblox kick player script is a responsibility. It's the most basic form of moderation, but it's also temporary. Since a kick doesn't prevent a player from just clicking "Join" again immediately, it's mostly used for minor infractions or technical needs. If you're dealing with serious exploiters, you'll eventually need to look into DataStores to create a "Ban" system that remembers who isn't allowed back in.
But for starting out, mastering the kick script is a huge win. It gives you control over your environment and helps you keep the vibe of your game exactly where you want it. Just remember: always run it from the server, always verify your admins, and maybe give the person a reason so they know why they're staring at the "Disconnected" screen. Happy coding!