If you've been building games for a while, you probably realize that following a roblox custom admin commands tutorial is the best way to finally get total control over your server without relying on bulky third-party plugins. We've all used things like HD Admin or Kohl's, and they're great, but there's something incredibly satisfying about typing a command you scripted yourself and watching the game world react. Plus, it keeps your game's code clean and exactly how you want it.
In this walkthrough, we're going to break down how to build a system from scratch. We'll cover how to listen to the chat, how to figure out who is allowed to use the commands, and how to actually make things happen—like killing a player, changing their speed, or even flying.
Setting Up the Foundation
First things first, you aren't going to be putting these scripts inside a part or a tool. For a robust system, you want everything handled on the server. Open up Roblox Studio, head over to the ServerScriptService, and create a new Script. You can name it "AdminSystem" or something similar so you don't lose track of it later.
The core of any admin system is the Player.Chatted event. This event fires every single time a player types something into the chat box and hits enter. But obviously, we don't want the script to try and run a command every time someone says "GG" or "Trade me." We need a way to filter those messages.
Usually, developers use a prefix. This is just a special character like a colon (:) or a semicolon (;) that tells the script, "Hey, pay attention, this is a command."
The Basic Script Structure
Let's start with the skeleton of our script. We need to listen for when a player joins, and then listen for when that specific player chats. Here is a rough idea of how that looks:
```lua local admins = {1234567, 89101112} -- Replace these with your actual UserIDs local prefix = ":"
game.Players.PlayerAdded:Connect(function(player) player.Chatted:Connect(function(message) -- This is where the magic happens end) end) ```
Wait, before we go any further, let's talk about those UserIDs. You don't want to use player names because people change their usernames all the time. UserIDs are permanent. You can find yours by going to your Roblox profile page; it's the long number in the URL.
Breaking Down the Message
When a player types something like :kill player123, the script sees that as one long string of text. We need to "parse" it, which is just a fancy way of saying we need to chop it into pieces. We want to know what the command is (kill) and who the target is (player123).
Inside the Chatted function, we'll start by checking if the message starts with our prefix. If it doesn't, we just ignore it. If it does, we strip that prefix off and split the rest of the message into words.
```lua local msg = message:lower() if msg:sub(1, #prefix) == prefix then local content = msg:sub(#prefix + 1) -- Remove the prefix local args = content:split(" ") -- Split by spaces local command = args[1]
-- Now 'command' is the first word, and 'args[2]' would be the player name end ```
Using message:lower() is a lifesaver. It makes it so it doesn't matter if the admin types :Kill, :KILL, or :kill—the script will understand it all the same. It just makes the whole experience much smoother for whoever is running the show.
Creating Your First Command: The Kill Command
Now that we have the command name and the arguments, we can start making things happen. Let's build a simple "kill" command. This is a classic for a reason—it's easy to script and very clear when it works.
Inside your logic, you'll want to check what the command variable equals. If it matches "kill", we want to find the player mentioned in args[2].
lua if command == "kill" then local targetName = args[2] if targetName then for _, p in pairs(game.Players:GetPlayers()) do if p.Name:lower():sub(1, #targetName) == targetName:lower() then if p.Character and p.Character:FindFirstChild("Humanoid") then p.Character.Humanoid.Health = 0 end end end end end
Notice that little bit of logic where it says sub(1, #targetName)? That's a pro tip. It allows for shorthand names. If there's a player named "Builderman" and you type :kill build, the script will find them because "build" matches the start of "Builderman". It saves a lot of typing during a heated game session.
Handling Permissions Properly
You definitely don't want every random person who joins your game to have access to these powers. Right now, our script is listening to everyone. We need to wrap our logic in a check that verifies if the player's ID is in our admins table.
```lua local isAdmin = false for _, id in pairs(admins) do if player.UserId == id then isAdmin = true break end end
if not isAdmin then return end ```
Put this at the very beginning of the Chatted event. If the person isn't an admin, the function just stops immediately. Safety first!
Adding More Variety: Speed and JumpPower
Once you have the basic structure, adding more commands is honestly just copy-pasting and changing a few lines. Let's look at a "speed" command. This one is slightly different because it requires a third argument: the actual speed value.
A player might type :speed build 100. In our args table: - args[1] is "speed" - args[2] is "build" - args[3] is "100"
You'll need to turn args[3] from a string (text) into a number using tonumber().
```lua elseif command == "speed" then local targetName = args[2] local speedValue = tonumber(args[3]) or 16 -- Default to 16 if no number is given
-- Loop through players and find the target just like before -- Then: p.Character.Humanoid.WalkSpeed = speedValue ```
It's always a good idea to have a "fallback" value. If the admin forgets to type a number, using or 16 ensures the script doesn't just crash or throw an error. It just resets them to the default Roblox walking speed.
Tips for Polishing Your System
If you want your custom admin commands to feel truly high-end, you should think about adding some feedback. It's a bit annoying to type a command and have nothing happen if you made a typo. You could use RemoteEvents to send a message back to the admin's screen or use the StarterGui:SetCore("ChatMakeSystemMessage") function to print a confirmation in their chat box.
Another thing to consider is a "loop" command. For things like "fly" or "invisible," you might need to insert a local script into the player's character. This is a bit more advanced, but it follows the same logic: the server receives the command and then tells the client to execute the flight code.
Why Custom is Better Than Pre-made
You might be wondering if this is worth the effort when you can just grab a model from the Toolbox. The real benefit of a roblox custom admin commands tutorial like this is security. Popular admin scripts often have "backdoors" if you download them from untrusted sources, or they might have vulnerabilities that exploiters know how to abuse. When you write the code yourself, you know exactly what every line does.
Plus, you can make commands that are specific to your game. If you have a currency system, you can make a :givegold command. If you have a round-based game, you can make a :skipround command. The possibilities are basically endless once you understand how to parse strings and target players.
Wrapping It Up
Building your own admin system is a rite of passage for Roblox scripters. It teaches you about string manipulation, tables, player events, and server-client relationships. Don't worry if you get some errors at first—usually, it's just a typo in the player's name or a missing end at the bottom of a loop.
Start small. Get the "kill" command working perfectly first. Once that's solid, start adding more complex stuff. Before you know it, you'll have a custom-built suite of tools that makes managing your game a breeze. Happy scripting!