Making a Roblox Ban Script That Actually Works

If you're tired of trolls ruining your game, setting up a solid roblox ban script is probably at the top of your to-do list. Honestly, there's nothing more frustrating than spending weeks polishing a map or balancing mechanics only to have some random person fly around the lobby or spam the chat with nonsense. It kills the vibe for everyone else, and if you don't handle it quickly, your player count is going to take a hit.

The thing is, banning someone manually every single time isn't sustainable. You can't be online 24/7. That's why building a custom system that actually sticks is so important. In this post, we're going to dive into how these scripts work, why some fail, and how you can make sure your bans are permanent.

Why UserIDs Are Your Best Friend

Before you even touch a line of code, you have to understand one thing: never, ever ban by username. It's a classic rookie mistake. Users on Roblox can change their display names and their actual usernames for a bit of Robux. If your roblox ban script is looking for "Player123" and they change their name to "CoolGuy99," they're right back in your game.

Instead, you use their UserID. This is a unique number assigned to every account that never changes. Even if they change their name, their clothes, or their entire profile, that ID stays the same. It's the only way to make sure a ban is actually "forever."

When you're writing your script, you'll be pulling this ID the second a player joins the game. It's much more reliable and saves you a ton of headache down the road when people try to evade their punishment by rebranding themselves.

Setting Up the DataStore

A ban script is pretty much useless if it doesn't remember who is banned after the server restarts. This is where DataStoreService comes in. Think of it like a giant filing cabinet where you store the "bad list."

When someone joins your game, your roblox ban script should immediately ping the DataStore. It asks, "Hey, is this UserID on the list?" If the answer is yes, you kick them before their character even loads. If the answer is no, they get to play.

Now, you've got to be careful with DataStores because they can be a bit finicky. If you send too many requests at once, Roblox might throttle your game, which causes lag. You want to make sure your script is efficient. Using something called a "pcall" (protected call) is non-negotiable here. It basically tells the script, "Try to check the list, but if the DataStore is down or acting up, don't crash the whole game." It's a safety net that every developer needs to use.

Writing a Simple Ban Script

You don't need to be a coding genius to get a basic version of this working. Most people put their scripts in ServerScriptService because you don't want the client (the player) to have any control over it. If the script is on the client side, a savvy exploiter can just delete it or bypass it. Keep it on the server where they can't touch it.

Here's the general logic you'll want to follow: 1. Define your DataStore for bans. 2. Create a function that checks a player when they join. 3. Compare their UserID against your "banned" entries. 4. If a match is found, use :Kick("Reason goes here").

It sounds simple, but you'd be surprised how many people forget to add a clear message. Don't just kick them with no explanation. Tell them why they're banned. It helps prevent a flood of "Why can't I join?" messages in your Discord or group wall.

Adding Admin Commands

Having the script is great, but you need a way to trigger it while you're actually playing. Most creators link their roblox ban script to a chat command system. You've probably seen it in other games: :ban [username] [reason].

When you type that, the script needs to find that player's UserID, add it to the DataStore, and then immediately kick them from the current server. But wait—what about other servers? If your game is popular and has 50 different active servers, banning them in your server won't stop them from just joining a different one.

That's the beauty of using a global DataStore. Since every server checks the same "filing cabinet" when a player joins, the moment you ban them in one place, they are effectively locked out of every other instance of your game. It's a very satisfying feeling to see a troll disappear and know they aren't coming back.

Handling Unbans and Mistakes

Let's be real: sometimes you ban the wrong person. Maybe you clicked the wrong name in a crowded lobby, or maybe someone was framed. Whatever the reason, you need an unban system.

An unban script is basically just the reverse. It goes into the DataStore and deletes the entry for that specific UserID. It's usually a good idea to keep a log of who was banned and why, just in case you need to review it later. Some developers even set up a Discord webhook so that every time a roblox ban script is triggered, it sends a message to a private staff channel. It keeps everyone on the team accountable and helps you keep track of recurring troublemakers.

Dealing with "Alt" Accounts

This is the boss fight of moderation. Even the best roblox ban script can't easily stop someone from just making a brand-new account (an "alt"). Since the new account has a different UserID, your script won't recognize them.

While you can't perfectly stop this, you can make it harder. Many devs add a "minimum account age" check to their scripts. For example, if an account is less than three days old, they can't join. Most trolls don't have the patience to wait three days just to mess with your game. It's an extra layer of defense that works surprisingly well alongside your standard ban system.

Keep Your Script Secure

Lastly, you've got to make sure your roblox ban script itself isn't a vulnerability. If you're using a public model from the Toolbox, check it thoroughly. Some "free" ban scripts actually have backdoors that give the original creator admin rights in your game. It's better to write a simple one yourself or use a trusted, well-known framework like Adonis or Kohl's Admin if you're not comfortable coding from scratch.

At the end of the day, your goal is to create a safe and fun environment. A ban script isn't about being "mean"—it's about protecting the community you've worked hard to build. Once you have a system that works, you can stop worrying about the trolls and get back to what actually matters: making your game awesome.

It might take a little bit of trial and error to get the DataStore stuff working perfectly, but keep at it. Once you see that "You are banned" message pop up for a toxic player, you'll know it was worth the effort. Stay consistent, keep your UserIDs organized, and don't be afraid to update your script as your game grows. Happy developing!