so im making a game and its public one time i play it and i saw an exploiter in my own game so how do i kick players automaticly when they exploit in my game
Right, so this isn't an easy question to explain. This takes time and dedication to make your game exploit proof.
The core things to remember are:
Now, let's begin.
FilterEnabled: This is a core feature every game should have turned on. This prevents client from replicating over to server without the use of RemoteEvents. This will prevent a majority of scripts in which could potentially ruin your game completely. This will set it to true, which it always should be.
Safeguard Checks: Most of these should only be server sided, because if client sided the exploiter can turn off the script and continue exploiting anyway. The reason I call them 'safeguards' is because you don't really want to :Kick() them with this because incase it was a mister meaner such as them getting flung. This forum explains it really well in the comments.
Bans: You should really only be doing this method if KNOW the thing they are trying to do only exploiters can do. Example being spam firing remotes even with a debounce or them firing a remote when not in the correct position, etc. Make sure when they do attempt to break the game, the only way to do so if through an exploit.
RemoteEvents: You should be using this a lot with FilterEnabled set true, this allows the client to communicate to the server and vice versa with server to client. You should try use this at a minimum and make sure you do everything that can hurt the game SERVER SIDE to prevent exploiters, so you can do your checks without clients trying to send over false data.
I kind of went into this really briefly and probably didn't explain it all that well, there are plenty of forums and posts you can read up on if you just search online which probably explain it a lot better than I do. If you have any other questions feel free to use the comments below.