How to Build Your Own Roblox Custom Admin Commands Tutorial

This roblox custom admin commands tutorial is going to take you from a total beginner to having a fully functional, personalized command system for your game. If you've spent any time on Roblox, you've definitely used systems like Adonis or HD Admin. They're great, but there's a certain level of "cool factor" that comes with building your own from scratch. Not only does it help you understand Luau scripting better, but it also gives you total control over who can do what in your game without relying on a giant, bloated third-party script.

Let's be honest: half the fun of being a developer is being able to fly around or kick annoying players with a quick chat command. Instead of just grabbing a free model that might have hidden backdoors, we're going to write this ourselves.

Setting the Foundation: The Server Script

To get started, we need a place for our logic to live. You don't want this on the client (the player's computer) because a hacker could easily manipulate it. Everything admin-related must happen on the server.

Head over to ServerScriptService in your Explorer window, right-click, and insert a new Script. You can name it "AdminSystem" or something equally official.

The very first thing we need to do is listen for when a player joins the game and, more importantly, when they type something in the chat. Here's the basic boilerplate to get the ball rolling:

```lua local Admins = {12345678, 87654321} -- Replace these with your UserID and your friends' IDs local Prefix = ":"

game.Players.PlayerAdded:Connect(function(player) player.Chatted:Connect(function(message) -- This is where the magic happens end) end) ```

We're using PlayerAdded to wait for someone to join, and then connecting a Chatted event to that specific player. The message parameter is exactly what it sounds like—it's the string of text they just sent.

Parsing the Message (Breaking it Down)

This is the part of the roblox custom admin commands tutorial where people usually get a little confused. When a player types :kill Guest123, the server sees one long string. We need to "parse" it, which is just a fancy way of saying we need to chop it up into pieces.

We need to know: 1. Did they use the prefix (:)? 2. What is the command (kill)? 3. Who is the target (Guest123)?

Inside that Chatted function, we'll use string.split. It's a lifesaver.

```lua local message = string.lower(message) -- Makes commands not case-sensitive if string.sub(message, 1, 1) == Prefix then local content = string.sub(message, 2) -- Removes the prefix local args = string.split(content, " ") -- Splits by spaces local commandName = args[1]

-- Now we check if the player is an admin local isAdmin = false for _, id in pairs(Admins) do if player.UserId == id then isAdmin = true break end end if isAdmin then -- Run the command logic here end 

end ```

By using string.sub(message, 2), we're essentially saying "Ignore the first character (the prefix) and give me the rest." Then string.split turns kill Guest123 into a table that looks like {"kill", "Guest123"}.

Handling the Admin List

Hardcoding IDs into a table is fine for a small project, but if you're planning on having a huge staff team, you might want to look into Group Ranks. Instead of checking a table of IDs, you can check player:GetRankInGroup(YOUR_GROUP_ID).

But for this tutorial, let's stick to the ID table. It's safer and easier to debug when you're just starting out. Just remember to use your UserID, not your username. Usernames can change; IDs are forever.

Creating the Command Functions

Now, we could write a massive list of if commandName == "kill" then statements, but that gets messy fast. A much cleaner way is to use a "dictionary" of functions. It makes your code look professional and way easier to manage.

Top of your script, let's define our commands:

```lua local Commands = {}

Commands.kill = function(sender, args) local targetName = args[2] if targetName then for _, victim in pairs(game.Players:GetPlayers()) do if string.sub(string.lower(victim.Name), 1, #targetName) == string.lower(targetName) then if victim.Character then victim.Character:BreakJoints() end end end end end

Commands.speed = function(sender, args) local targetName = args[2] local speedValue = tonumber(args[3]) or 16 -- Logic for finding player and setting speed end ```

The cool thing here is the string matching logic: string.sub(string.lower(victim.Name), 1, #targetName). This allows you to type :kill gue instead of the full :kill Guest123. It's a small quality-of-life feature that makes your admin system feel much more polished.

Connecting the Dots

Now we need to actually call those functions when someone types. Back in our Chatted event, where we checked if isAdmin then, we'll add this:

lua local commandFunc = Commands[commandName] if commandFunc then commandFunc(player, args) end

That's it! If the command exists in our Commands table, it runs. If it doesn't, nothing happens. No errors, no fuss.

Adding More Utility: The "Me" and "All" Shortcuts

If you've played Roblox for more than five minutes, you know typing your whole name is a pain. Most admin systems let you type :kill me or :kill all.

To do this, you'll want to create a helper function that finds players based on a string. It would check: - If the string is "me", return the sender. - If the string is "all", return everyone in game.Players:GetPlayers(). - Otherwise, look for a name match.

Writing a dedicated GetPlayersFromStrings function will save you from rewriting the same "for" loop in every single command.

Essential Commands to Include

When you're following a roblox custom admin commands tutorial, you probably want a "starter pack" of commands. Here are the ones I always include:

  1. Fly: This usually requires a LocalScript and a RemoteEvent because physics-based flying is smoother on the client.
  2. Teleport (TP): Moving one player's HumanoidRootPart.CFrame to another's.
  3. Kick: Simply targetPlayer:Kick("Reason").
  4. Announce: Using a RemoteEvent to fire a message to everyone's UI.

Security Warning: The Client-Server Divide

One mistake I see all the time is people trying to make admin commands work through a GUI without proper server checks. If you have a button that says "Kill Player," and that button tells the server "Hey, kill this guy," a hacker can just fire that event themselves and kill everyone.

Always, always check the UserId of the person firing a RemoteEvent on the server side. Never trust the client. Even in this chat-based system, we check isAdmin inside the Chatted event which is running on the server. That's why it's secure.

Wrapping Up and Testing

Once you've got your script together, hit Play. Type your prefix followed by a command—for example, :kill me. If your character falls over, congratulations! You've just built the core of a custom admin system.

From here, the sky's the limit. You can add logs to see what your mods are doing, create a "Trello" ban list, or even add custom visual effects when a command is run. The best part is that it's yours. You know exactly how every line works, and you can expand it whenever you want.

Making a custom system is a bit of a rite of passage for Roblox scripters. It covers strings, tables, events, and security—all the big pillars of game dev. So keep tweaking it, keep adding commands, and don't be afraid to break things. That's usually how the best learning happens anyway. Happy scripting!