Thanks for the response! However, I’m trying to ban the player for 30 minutes from all servers when the remote event is fired.
you need to make a datastore to save time and player
They’re global variables for a reason, localizing variables that are meant to be used for global purposes in a server script in my opinion is bad practice.
I recommend adding this to the script then:
function UnbanUsers()
while true do
wait(1800)
for _,v in pairs(banned) do
table.remove(banned, v)
end
end
end
local unbancoro = coroutine.create(UnbanUsers)
coroutine.resume(unbancoro)
I’ll add a patch for all servers later. Sorry for the miss reading of your post.
Literally just use a datastore. Doing this will NOT persist across servers and will not allow you to add players without updating the actual script.
First of all, server script or local script, the local keyword has the same behavior.
local variable read/write usually tends to be a lot faster than for globals, regardless of the use.
Highlighting this part:
Thus, if a local variable is registered top-level, it’s “local” to the whole program.
So, in reality, using global variables when they are not needed is a bad practice, period. Opinions do not factor in this case.
Quoting the lua basics (written by the creator of lua!)
The “sin” variable is being localized and used to access it faster than a global value (math.sin). It is a micro-optimization, but still.
I actually made a system for this yesterday, it bans players from a single server when they die such that they need to rejoin a different server to continue playing.
local Players = game:GetService("Players")
local KickedPlayers = {}
Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
local Humanoid = Character:WaitForChild("Humanoid")
Humanoid.Died:Connect(function()
table.insert(KickedPlayers, Player.UserId)
Player:Kick("You have died!")
end)
end)
if table.find(KickedPlayers, Player.UserId) then
Player:Kick("You have already died in this server!")
end
end)
Logic should be relatively simple to follow, I used the “UserId” property of the player instance instead of the player instance itself as the latter would change if the player rejoined the same server instance, the former will never change.
Here’s a similar script to the previous one but it incorporates DataStores, such that if a player who has previously died attempts to rejoin any server they will be kicked.
local dataModel = game
local dataStoreService = dataModel:GetService("DataStoreService")
local dataStore = dataStoreService:GetDataStore("DataStore")
local players = dataModel:GetService("Players")
local kickedPlayers = {}
local protectedCall = pcall
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local function onHumanoidDied()
table.insert(kickedPlayers, player.UserId)
local success, result = protectedCall(function()
dataStore:SetAsync(player.UserId, true) --"true" indicates dead.
end)
if success then
print(result)
else
warn(result)
end
player:Kick("You have died!")
end
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(onHumanoidDied)
end
if table.find(kickedPlayers, player.UserId) then
player:Kick("You have already died in this server!")
end
local success, result = protectedCall(function()
return dataStore:GetAsync(player.UserId)
end)
if success then
if result then
player:Kick("You have already died in another server!")
end
else
warn(result)
end
end
players.PlayerAdded:Connect(onPlayerAdded)
Thank you so much for the response! From what I can see from the script it seems to be a permanent ban.
Is there a way to change this to a temp ban?
local banDataStore = game:GetService("DataStoreService"):GetDataStore("BannedPlayers")
local players = game:GetService("Players")
function GetPlayerIDFromName(playerName : string)
local success, playerID = pcall(function()
return players:GetUserIdFromNameAsync(playerName)
end)
if not success then
print("Failed to get user.")
return
end
return playerID
end
function BanPlayer(playerName : string, time : number)
local playerID = GetPlayerIDFromName(playerName)
if not playerID then return end
local success = pcall(function()
if time > 0 then
banDataStore:SetAsync(playerID, time*60+os.time()) -- timed ban
else
banDataStore:SetAsync(playerID,nil) -- nil means perm ban.
end
end)
if success then
if time > 0 then
print(string.format("%s has been banned for %s minutes.",playerName,time))
else
print(string.format("%s has been banned permanently.",playerName))
end
end
local player = players:FindFirstChild(playerName)
if player and success then
if time > 0 then
player:Kick(string.format("You have been banned for %s minutes.",time))
else
player:Kick(string.format("You have been banned permanently."))
end
end
end
function UnBanPlayer(playerName : string)
local playerID = GetPlayerIDFromName(playerName)
if not playerID then return end
local success = pcall(function()
banDataStore:SetAsync(playerID,0) -- 0 means not banned.
end)
end
function CheckBan(player : Player)
local success, time = pcall(function()
return banDataStore:GetAsync(player.UserId)
end)
if not success then return end
if time > 0 then
player:Kick(string.format("You have been banned. Time Remaining: %s minutes.",math.round((time-os.time())/60)))
elseif time == nil then
player:Kick(string.format("You have been banned permanently."))
end
end
Here you go I have made a simple script it is not the most perfect script but it should satisfy your needs.
I am not going to make the command part for that you should do some research and try to implement it yourself but I will give you some resources which you can get started on.
Player.PlayerChatted API-Reference
Lua String Library
These 2 should do it. I highly recommend you fiddle around the first try to figure it out. If you manage to make it by yourself great you are on your way to becoming a developer if not that’s also fine getting used to the language may take some time. I will also leave a link to a guide.
How to make basic admin commands
Enjoy the process.
Yes, no problem, that’s a relatively quick change.
local dataModel = game
local dataStoreService = dataModel:GetService("DataStoreService")
local dataStore = dataStoreService:GetDataStore("DataStore")
local players = dataModel:GetService("Players")
local kickedPlayers = {}
local protectedCall = pcall
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local function onHumanoidDied()
table.insert(kickedPlayers, player.UserId)
local success, result = protectedCall(function()
dataStore:SetAsync(player.UserId, tick()) --"true" indicates dead.
end)
if success then
print(result)
else
warn(result)
end
player:Kick("You have died!")
end
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(onHumanoidDied)
end
if table.find(kickedPlayers, player.UserId) then
player:Kick("You have already died in this server!")
end
local success, result = protectedCall(function()
return dataStore:GetAsync(player.UserId)
end)
if success then
if result then
if tick() - result <= 86400 then --1 day.
player:Kick("You have already died in another server! Please rejoin in "..(86400)-(tick() - result).." seconds.")
else
local success, result = protectedCall(function()
return dataStore:RemoveAsync(player.UserId)
end)
end
end
else
warn(result)
end
end
players.PlayerAdded:Connect(onPlayerAdded)
This example uses 1 day bans (timeouts).
Hmm… For some reason this isn’t working. I’ve been looking through the code for a potential cause for it to not be working. However, I can’t find why. The player doesn’t get kicked on death. I also tried it with a remote event and it didn’t work. There’s nothing in the output and Studio Access to API Services is enabled.
My bad, I just forgot to hookup the “CharacterAdded” event to the “onCharacterAdded” function.
player.CharacterAdded:Connect(onCharacterAdded)
Here’s the full script with that change implemented (it works now).
local dataModel = game
local dataStoreService = dataModel:GetService("DataStoreService")
local dataStore = dataStoreService:GetDataStore("DataStore")
local players = dataModel:GetService("Players")
local kickedPlayers = {}
local protectedCall = pcall
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local function onHumanoidDied()
table.insert(kickedPlayers, player.UserId)
local success, result = protectedCall(function()
dataStore:SetAsync(player.UserId, tick()) --"true" indicates dead.
end)
if success then
print(result)
else
warn(result)
end
player:Kick("You have died!")
end
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(onHumanoidDied)
end
player.CharacterAdded:Connect(onCharacterAdded)
if table.find(kickedPlayers, player.UserId) then
player:Kick("You have already died in this server!")
end
local success, result = protectedCall(function()
return dataStore:GetAsync(player.UserId)
end)
if success then
if result then
if tick() - result <= 86400 then --1 day.
player:Kick("You have already died in another server! Please rejoin in "..math.round((86400)-(tick() - result)).." seconds.")
else
local success, result = protectedCall(function()
return dataStore:RemoveAsync(player.UserId)
end)
end
end
else
warn(result)
end
end
players.PlayerAdded:Connect(onPlayerAdded)
Wonderful! Thank you so much, is there a way to unban myself? (for the purpose of testing )
local dataModel = game
local dataStoreService = dataModel:GetService("DataStoreService")
local dataStore = dataStoreService:GetDataStore("DataStore")
local players = dataModel:GetService("Players")
local whiteListed = {1, 2, 3} --Add IDs of whitelisted players here.
local kickedPlayers = {}
local protectedCall = pcall
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local function onHumanoidDied()
table.insert(kickedPlayers, player.UserId)
local success, result = protectedCall(function()
dataStore:SetAsync(player.UserId, tick()) --"tick" records time.
end)
if success then
print(result)
else
warn(result)
end
player:Kick("You have died!")
end
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(onHumanoidDied)
end
player.CharacterAdded:Connect(onCharacterAdded)
if table.find(whiteListed, player.UserId) then
if table.find(kickedPlayers, player.UserId) then
table.remove(kickedPlayers, table.find(kickedPlayers, player.UserId))
end
local success, result = protectedCall(function()
return dataStore:RemoveAsync(player.UserId)
end)
if success then
print(result)
else
warn(result)
end
end
if table.find(kickedPlayers, player.UserId) then
player:Kick("You have already died in this server!")
end
local success, result = protectedCall(function()
return dataStore:GetAsync(player.UserId)
end)
if success then
if result then
if tick() - result <= 86400 then --1 day.
player:Kick("You have already died in another server! Please rejoin in "..math.round((86400)-(tick() - result)).." seconds.")
else
local success, result = protectedCall(function()
return dataStore:RemoveAsync(player.UserId)
end)
end
end
else
warn(result)
end
end
players.PlayerAdded:Connect(onPlayerAdded)
Here you go, I’ve added a whitelist to the top of the script.
local dataModel = game
local dataStoreService = dataModel:GetService("DataStoreService")
local dataStore = dataStoreService:GetDataStore("DataStore")
local players = dataModel:GetService("Players")
local whiteListed = {1, 2, 3} --Add IDs of whitelisted players here.
local kickedPlayers = {}
local protectedCall = pcall
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local function onHumanoidDied()
table.insert(kickedPlayers, player.UserId)
local success, result = protectedCall(function()
dataStore:SetAsync(player.UserId, tick()) --"tick" records time.
end)
if success then
print(result)
else
warn(result)
end
player:Kick("You have died!")
end
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(onHumanoidDied)
end
player.CharacterAdded:Connect(onCharacterAdded)
if table.find(kickedPlayers, player.UserId) then
if not table.find(whiteListed, player.UserId) then
player:Kick("You have already died in this server!")
end
end
local success, result = protectedCall(function()
return dataStore:GetAsync(player.UserId)
end)
if success then
if result then
if tick() - result <= 86400 then --1 day.
if not table.find(whiteListed, player.UserId) then
player:Kick("You have already died in another server! Please rejoin in "..math.round((86400)-(tick() - result)).." seconds.")
end
else
local success, result = protectedCall(function()
return dataStore:RemoveAsync(player.UserId)
end)
end
end
else
warn(result)
end
end
players.PlayerAdded:Connect(onPlayerAdded)
Similar script with a slightly different implementation (I prefer this approach).
table.method is O(n) because each time we run a function or insert anything it shifts the memory over.
Using a Hash would be the smartest thing to do. With that you can use the same logic you just displayed.
Fortunately we’re not working with arrays which contain thousands of entries so the difference is negligible.
I would disagree, front page games get heavy player counts. This system should be built to scale. The logic that we shouldn’t write code effectively the first time is what separates good developers from bad ones.
The tables are unique and restricted to a single server script (it isn’t a table shared by all active server instances).
I’ve performed bench-marking tests on indexing dictionaries versus the table library functions and even with thousands and thousands of entries the difference is minuscule (a fraction of a second at most).