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) endend)
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 |
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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
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)()