If you're tired of manually managing players or resetting the server every time something glitches, learning how to make a admin command script is the single best way to save your sanity. It's one of those things that seems incredibly intimidating when you first look at a screen full of code, but once you break it down into simple logic, it's actually pretty straightforward. You're basically just telling the game: "If this specific person types this specific phrase, do this specific thing."
I remember the first time I tried to build one of these. I thought I needed to be some kind of math genius, but really, it's mostly about handling text strings and making sure you don't accidentally give a random player the power to delete your entire map. Let's dive into how you can put one together without pulling your hair out.
Getting the basics down first
Before you start typing away, you have to understand the core loop of an admin script. It's not just magic; it's a series of checks. First, the script waits for a player to send a chat message. Then, it checks if that player is actually on your "VIP" or "Admin" list. If they are, it looks at what they typed to see if it matches a command you've created.
It's like a bouncer at a club. The bouncer (your script) checks the ID (your UserID) and then looks at the guest list. If you're on it, and you say the secret password, you get in. If not, the script just ignores you.
Setting up your admin list
The most important part of how to make a admin command script is making sure only you (and people you trust) can use it. You don't want a situation where a random person joins and starts kicking everyone. The easiest way to do this is by creating a table of UserIDs.
Most platforms use a unique ID for every user. Instead of using usernames—which people can change—stick to the IDs. It's much more secure. You'll create a variable, maybe call it admins, and list out the numbers there. It's a simple step, but it's the foundation of everything else. If you skip this, your script is basically a free-for-all, and trust me, that never ends well.
Splitting the chat message
This is where things get a bit more technical, but don't worry, it's not too bad. When a player types something like ;kill player123, the script sees that as one long string of text. You need to chop that up so the script knows that ;kill is the action and player123 is the target.
You'll usually use a function that "splits" the string based on spaces. So, ;kill player123 becomes two separate pieces: [";kill", "player123"]. This makes it way easier for your code to process. You can then tell the script, "Hey, if the first word is ;kill, go look for the person mentioned in the second word."
Creating your first actual command
Let's talk about the "kill" command because it's the classic example. Once you've identified that the player wants to use a command and they have permission to do so, you need to find the target player in the game's list of players.
You'll write a little loop that goes through everyone currently in the server and checks if their name matches (or even partially matches) what the admin typed. Once you find that player, you just set their health to zero. It sounds a bit morbid when you say it out loud, but in game dev terms, it's just the simplest way to test if your logic is working.
Pro tip: Always make your script ignore capital letters. If someone types ;Kill instead of ;kill, you don't want the script to just sit there doing nothing. Using a string.lower() function ensures that the script reads everything in lowercase, making it much more user-friendly.
Adding some utility: The "Speed" command
Once you've got the kill command working, adding others is basically just a game of "copy and paste with a twist." For a speed command, you're doing the exact same thing: splitting the string, finding the target, but instead of changing health, you're changing their WalkSpeed property.
The cool thing here is that you can start adding extra "arguments." For example, ;speed player123 100. Now, your script is splitting that string into three parts. The first is the command, the second is the target, and the third is the actual speed value. This gives you way more control over what's happening in your game in real-time.
Dealing with the "Prefix"
You probably noticed I've been using a semicolon (;) before the commands. That's called a prefix. It's not strictly necessary, but it's a good habit to get into. If you don't have a prefix, the script will trigger every time someone just happens to say "kill" or "speed" in a normal conversation.
Using a prefix like ;, /, or ! tells the script, "Okay, pay attention, this is a formal request." It keeps the chat clean and prevents accidental command triggers. When you're figuring out how to make a admin command script, deciding on a prefix is one of the first stylistic choices you'll make.
Security is everything
I can't stress this enough: you have to be careful with how you handle these scripts. If you're using "RemoteEvents" (which allow the client to talk to the server), you have to do all your admin checks on the server side.
If you put your admin list on the client side (the player's computer), a savvy exploiter can just change that list locally and give themselves admin powers. Always, always verify who is sending the command on the server. The server is the final authority. It doesn't matter what the player's computer says; if the server says "You aren't an admin," then nothing happens. It's the only way to keep your game safe from people who want to mess things up.
Making it look "Pro" with a custom UI
If you want to get really fancy, you don't even have to use the chat. You can build a custom admin panel with buttons and text boxes. However, the logic remains exactly the same. Instead of a "Chatted" event, you're using a "MouseButton1Click" event.
The button sends a signal to the server, the server checks the admin list, and then it executes the code. Chat commands are usually faster to use once you memorize them, but a GUI is great for when you can't remember if you named the command ;teleport or ;tp.
Testing and common headaches
You're going to run into bugs. It's just part of the process. Maybe the script doesn't recognize a player because their name has a weird character in it, or maybe you forgot to check if the target player even exists before trying to kill them (which will usually crash the script).
Always add "checks" to your code. If the script can't find the player you typed, have it send you a private message saying "Player not found" instead of just breaking. This is what we call "error handling," and it's the difference between a script that works once and a script that works forever.
Why you should build your own
You might be thinking, "Why don't I just use a pre-made admin script?" And honestly, you can. There are plenty of great ones out there. But when you learn how to make a admin command script yourself, you gain a massive amount of knowledge about how strings, tables, and server-client communication work.
Plus, you can customize it exactly how you want. Want a command that turns everyone into a chicken? You can do that. Want a command that changes the entire sky to neon pink? Easy. When you write the code, you own the rules. It's a great feeling to type a command into your own game and watch the world change around you because of a few lines of code you wrote.
Anyway, that's the gist of it. Start small, get one command working, and then keep adding to it. Before you know it, you'll have a full-blown moderation system that makes managing your game a breeze. Happy coding!