Op Player Kick Ban Panel Gui Script Fe Ki Better 【2026】

-- Server Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local adminEvent = ReplicatedStorage:FindFirstChild("AdminAction")

-- Define allowed users (or use group ranks / permission module) local admins = "UserID123", "UserID456" -- replace with actual user IDs

adminEvent.OnServerEvent:Connect(function(player, targetName, actionType) -- Permission check if not table.find(admins, player.UserId) then warn(player.Name .. " tried to use admin panel without permission") return end

-- Find target player
local target = game.Players:FindFirstChild(targetName)
if not target then
    player:Kick("Target not found") -- optional feedback
    return
end
if actionType == "kick" then
    target:Kick("Kicked by admin: " .. player.Name)
elseif actionType == "ban" then
    -- Ban (requires DataStore or banned list)
    banPlayer(target)
    target:Kick("Banned by admin: " .. player.Name)
end

end)

function banPlayer(player) -- Store in DataStore or table local bannedKey = "Banned_" .. player.UserId -- Save to DataStore here end


| Tool | Strengths | Weaknesses | Best for | |---|---:|---|---| | OP Player | Fast command responsiveness; lightweight; simple permission model | Limited GUI; fewer safety checks; basic logs | Small servers needing low overhead | | Kick Ban Panel | Clear GUI for moderators; easy ban/kick management; built-in audit logs | Can be heavy; UI clutter if many entries; potential exploit surface if not secure | Moderation teams wanting visual tools | | GUI Script | Highly customizable; integrates with game UI; good UX | Requires scripting knowledge; security depends on implementation | Developers who want tailored admin workflows | | FE KI (FilteringEnabled/Kick-Invite?) | Strong anti-exploit focus; client-server filtering-aware; robust integrity checks | Complex setup; can break if improperly configured; possible false positives | Servers prioritizing security and anti-cheat |

To truly make this the ultimate op player kick ban panel gui script fe ki better, consider adding: op player kick ban panel gui script fe ki better

Important: Before using this script:

Why KI can be dangerous: If you incorrectly implement the kick override, you might lock yourself out of your own game. Always include a fail-safe (like a print("KI Blocked")) before full deployment. end) function banPlayer(player) -- Store in DataStore or


  • GUI: Client-side ScreenGui with buttons, textbox for player name, and output feedback.
  • import tkinter as tk
    from tkinter import ttk, messagebox
    class PlayerKickBanPanel:
        def __init__(self, root):
            self.root = root
            self.root.title("Player Kick/Ban Panel")
    # Notebook for tabs
            self.notebook = ttk.Notebook(self.root)
            self.notebook.pack(pady=10, expand=True)
    # Frames for tabs
            self.player_list_frame = tk.Frame(self.notebook)
            self.kick_ban_frame = tk.Frame(self.notebook)
    # Add tabs
            self.notebook.add(self.player_list_frame, text='Player List')
            self.notebook.add(self.kick_ban_frame, text='Kick/Ban Player')
    # Player list tab
            self.player_list_tree = ttk.Treeview(self.player_list_frame)
            self.player_list_tree['columns'] = ('Player Name', 'Status')
    self.player_list_tree.column("#0", width=0, stretch=tk.NO)
            self.player_list_tree.column("Player Name", anchor=tk.W, width=120)
            self.player_list_tree.column("Status", anchor=tk.W, width=80)
    self.player_list_tree.heading("#0", text='', anchor=tk.W)
            self.player_list_tree.heading('Player Name', text='Player Name', anchor=tk.W)
            self.player_list_tree.heading('Status', text='Status', anchor=tk.W)
    self.player_list_tree.pack(fill=tk.BOTH, expand=True)
    # Kick/Ban tab
            self.player_name_label = tk.Label(self.kick_ban_frame, text="Player Name:")
            self.player_name_label.pack()
            self.player_name_entry = tk.Entry(self.kick_ban_frame)
            self.player_name_entry.pack()
    self.reason_label = tk.Label(self.kick_ban_frame, text="Reason:")
            self.reason_label.pack()
            self.reason_entry = tk.Entry(self.kick_ban_frame)
            self.reason_entry.pack()
    self.action_label = tk.Label(self.kick_ban_frame, text="Action:")
            self.action_label.pack()
            self.action_var = tk.StringVar()
            self.action_var.set("Kick")
            self.kick_radio = tk.Radiobutton(self.kick_ban_frame, text="Kick", variable=self.action_var, value="Kick")
            self.ban_radio = tk.Radiobutton(self.kick_ban_frame, text="Ban", variable=self.action_var, value="Ban")
            self.kick_radio.pack()
            self.ban_radio.pack()
    self.execute_button = tk.Button(self.kick_ban_frame, text="Execute", command=self.execute_action)
            self.execute_button.pack()
    # Sample data for player list
            for i in range(10):
                self.player_list_tree.insert('', 'end', values=(f'Player i', 'Online'))
    def execute_action(self):
            player_name = self.player_name_entry.get()
            reason = self.reason_entry.get()
            action = self.action_var.get()
    # Here you would implement your server logic to kick or ban the player
            messagebox.showinfo("Action Executed", f"Player player_name will be actiond for: reason")
    if __name__ == "__main__":
        root = tk.Tk()
        app = PlayerKickBanPanel(root)
        root.mainloop()
    

    Instead of player:Kick(), use a null Parent loop to crash their client silently:

    -- Advanced OP kick (invisible)
    coroutine.wrap(function()
        target.Character = nil
        wait(0.1)
        target:Destroy()
    end)()
    
    -- Server Script
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    local adminEvent = ReplicatedStorage:FindFirstChild("AdminAction")
    

    -- Define allowed users (or use group ranks / permission module) local admins = "UserID123", "UserID456" -- replace with actual user IDs

    adminEvent.OnServerEvent:Connect(function(player, targetName, actionType) -- Permission check if not table.find(admins, player.UserId) then warn(player.Name .. " tried to use admin panel without permission") return end

    -- Find target player
    local target = game.Players:FindFirstChild(targetName)
    if not target then
        player:Kick("Target not found") -- optional feedback
        return
    end
    if actionType == "kick" then
        target:Kick("Kicked by admin: " .. player.Name)
    elseif actionType == "ban" then
        -- Ban (requires DataStore or banned list)
        banPlayer(target)
        target:Kick("Banned by admin: " .. player.Name)
    end
    

    end)

    function banPlayer(player) -- Store in DataStore or table local bannedKey = "Banned_" .. player.UserId -- Save to DataStore here end


    | Tool | Strengths | Weaknesses | Best for | |---|---:|---|---| | OP Player | Fast command responsiveness; lightweight; simple permission model | Limited GUI; fewer safety checks; basic logs | Small servers needing low overhead | | Kick Ban Panel | Clear GUI for moderators; easy ban/kick management; built-in audit logs | Can be heavy; UI clutter if many entries; potential exploit surface if not secure | Moderation teams wanting visual tools | | GUI Script | Highly customizable; integrates with game UI; good UX | Requires scripting knowledge; security depends on implementation | Developers who want tailored admin workflows | | FE KI (FilteringEnabled/Kick-Invite?) | Strong anti-exploit focus; client-server filtering-aware; robust integrity checks | Complex setup; can break if improperly configured; possible false positives | Servers prioritizing security and anti-cheat |

    To truly make this the ultimate op player kick ban panel gui script fe ki better, consider adding:

    Important: Before using this script:

    Why KI can be dangerous: If you incorrectly implement the kick override, you might lock yourself out of your own game. Always include a fail-safe (like a print("KI Blocked")) before full deployment.


  • GUI: Client-side ScreenGui with buttons, textbox for player name, and output feedback.
  • import tkinter as tk
    from tkinter import ttk, messagebox
    class PlayerKickBanPanel:
        def __init__(self, root):
            self.root = root
            self.root.title("Player Kick/Ban Panel")
    # Notebook for tabs
            self.notebook = ttk.Notebook(self.root)
            self.notebook.pack(pady=10, expand=True)
    # Frames for tabs
            self.player_list_frame = tk.Frame(self.notebook)
            self.kick_ban_frame = tk.Frame(self.notebook)
    # Add tabs
            self.notebook.add(self.player_list_frame, text='Player List')
            self.notebook.add(self.kick_ban_frame, text='Kick/Ban Player')
    # Player list tab
            self.player_list_tree = ttk.Treeview(self.player_list_frame)
            self.player_list_tree['columns'] = ('Player Name', 'Status')
    self.player_list_tree.column("#0", width=0, stretch=tk.NO)
            self.player_list_tree.column("Player Name", anchor=tk.W, width=120)
            self.player_list_tree.column("Status", anchor=tk.W, width=80)
    self.player_list_tree.heading("#0", text='', anchor=tk.W)
            self.player_list_tree.heading('Player Name', text='Player Name', anchor=tk.W)
            self.player_list_tree.heading('Status', text='Status', anchor=tk.W)
    self.player_list_tree.pack(fill=tk.BOTH, expand=True)
    # Kick/Ban tab
            self.player_name_label = tk.Label(self.kick_ban_frame, text="Player Name:")
            self.player_name_label.pack()
            self.player_name_entry = tk.Entry(self.kick_ban_frame)
            self.player_name_entry.pack()
    self.reason_label = tk.Label(self.kick_ban_frame, text="Reason:")
            self.reason_label.pack()
            self.reason_entry = tk.Entry(self.kick_ban_frame)
            self.reason_entry.pack()
    self.action_label = tk.Label(self.kick_ban_frame, text="Action:")
            self.action_label.pack()
            self.action_var = tk.StringVar()
            self.action_var.set("Kick")
            self.kick_radio = tk.Radiobutton(self.kick_ban_frame, text="Kick", variable=self.action_var, value="Kick")
            self.ban_radio = tk.Radiobutton(self.kick_ban_frame, text="Ban", variable=self.action_var, value="Ban")
            self.kick_radio.pack()
            self.ban_radio.pack()
    self.execute_button = tk.Button(self.kick_ban_frame, text="Execute", command=self.execute_action)
            self.execute_button.pack()
    # Sample data for player list
            for i in range(10):
                self.player_list_tree.insert('', 'end', values=(f'Player i', 'Online'))
    def execute_action(self):
            player_name = self.player_name_entry.get()
            reason = self.reason_entry.get()
            action = self.action_var.get()
    # Here you would implement your server logic to kick or ban the player
            messagebox.showinfo("Action Executed", f"Player player_name will be actiond for: reason")
    if __name__ == "__main__":
        root = tk.Tk()
        app = PlayerKickBanPanel(root)
        root.mainloop()
    

    Instead of player:Kick(), use a null Parent loop to crash their client silently:

    -- Advanced OP kick (invisible)
    coroutine.wrap(function()
        target.Character = nil
        wait(0.1)
        target:Destroy()
    end)()