Each game uses different:
A script built for "Adopt Me" won't work on "Brookhaven RP" or "Tower Defense Simulator."
-- Services
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Configuration
local KickMessage = "You have been removed from this server."
-- Storage for kicked players (Portable version uses a table, advanced uses DataStore)
local KickedList = {}
-- RemoteEvent for kicking (Must be created in ReplicatedStorage)
local KickRemote = Instance.new("RemoteEvent")
KickRemote.Name = "RememberKick"
KickRemote.Parent = ReplicatedStorage
-- Function to handle the kicking
local function KickPlayer(targetPlayer, reason)
if targetPlayer and targetPlayer.Parent then
-- Add to the kicked list so they can't rejoin
KickedList[targetPlayer.UserId] = true
-- Kick them
targetPlayer:Kick(reason or KickMessage)
print("Kicked " .. targetPlayer.Name)
end
end
-- Detect if a kicked player tries to rejoin
Players.PlayerAdded:Connect(function(player)
if KickedList[player.UserId] then
player:Kick("You are banned from this session.")
end
end)
-- Listen for the command to kick (Secure way)
KickRemote.OnServerEvent:Connect(function(playerWhoFired, targetPlayer, reason)
-- SECURITY: Check if the player who fired the remote has admin privileges
-- Replace this with your actual admin check (e.g., player.UserId == 12345678)
local isAdmin = playerWhoFired.UserId == 12345678 -- Example Admin ID
if isAdmin then
KickPlayer(targetPlayer, reason)
else
playerWhoFired:Kick("Exploit detected.")
end
end)
print("Portable Kick V2 Loaded")
Creating a complete report on such scripts involves understanding their functionality, how they're used, and their implications:
Always validate remote events on the server side: roblox kick amp ban script kick script v2 portable
-- Server script local remotes = Instance.new("RemoteEvent") remotes.Name = "AdminCommand" remotes.Parent = game.ReplicatedStorageremotes.OnServerEvent:Connect(function(player, command, targetName, reason) -- Validate admin status AGAIN on server if not Admins[player.UserId] then return end
if command == "kick" then -- Execute kick elseif command == "ban" then -- Execute ban end
end)
While not foolproof, obfuscating your admin remote names makes it harder for script kiddies to find them.
A ban script, on the other hand, not only removes a player from the current game but also prevents them from joining the game again for a specified period or permanently, depending on the ban duration set by the moderator or developer.
In a game where you own or have admin privileges, kicking and banning look like this: Each game uses different:
-- Simple kick script (requires server-side execution) local Players = game:GetService("Players") local player = Players:FindFirstChild("UsernameHere")
if player then player:Kick("You have been kicked by an admin.") end
A proper ban script with data persistence: A script built for "Adopt Me" won't work
local DataStoreService = game:GetService("DataStoreService") local banStore = DataStoreService:GetDataStore("BanDatabase")
local function banPlayer(playerToBan, adminPlayer, reason) banStore:SetAsync(playerToBan.UserId, BannedBy = adminPlayer.Name, Reason = reason, Timestamp = os.time() ) playerToBan:Kick(reason) end