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Problem the script removes KOs, it's supposed to move both KOs + WOs on a tie?

Asked by
Irvene 5
10 years ago

In this script, the players link to eachother after they both die. If a player dies, it's supposed to give then 1 WO and the killer 1 KO. If the player wins they get 1 KO and the killed gets 1 WO. If they both die, it was supposed to not count it at all. But the problem is it just gives them both 1 WO. I don't want it to give them anything. How do I fix that? Keep in mind it already removed the 1 KO.

Near line 33 was edit 1. Near line 70 was edit 2.

stands = {}
CTF_mode = false


function onHumanoidDied(humanoid, player)
    local stats = player:findFirstChild("leaderstats")
    if stats ~= nil then
        local deaths = stats:findFirstChild("Wipeouts")
        deaths.Value = deaths.Value + 1
            if deaths.Value>10 then
            player.TeamColor=BrickColor.new("White")
            end 

        -- do short dance to try and find the killer

          local killer = getKillerOfHumanoidIfStillInGame(humanoid)

        handleKillCount(humanoid, player)
    end
end

function onPlayerRespawn(property, player)
    -- need to connect to new humanoid

    if property == "Character" and player.Character ~= nil then
        local humanoid = player.Character.Humanoid
            local p = player
            local h = humanoid
            humanoid.Died:connect(function() onHumanoidDied(h, p) end )
    end
end

function getKillerOfHumanoidIfStillInGame(humanoid)
    -- returns the player object that killed this humanoid
    -- returns nil if the killer is no longer in the game

    -- check for kill tag on humanoid - may be more than one - todo: deal with this
    local tag = humanoid:findFirstChild("creator")

    -- find player with name on tag
    if tag ~= nil then

        local killer = tag.Value
        if killer.Parent ~= nil then -- killer still in game
            return killer
        end
    end

    return nil
end

function handleKillCount(humanoid, player)
    wait(0.1) -- Give it time to check for a tie. Doesn't always happen immediately.
    local killer = getKillerOfHumanoidIfStillInGame(humanoid)
    if killer ~= nil then
        if killer.Character and killer.Character:findFirstChild("Humanoid") then
           local tieCheck = getKillerOfHumanoidIfStillInGame(killer.Character:findFirstChild("Humanoid"))
           if tieCheck then return end
           local stats = killer:findFirstChild("leaderstats")
           if stats ~= nil then
               local kills = stats:findFirstChild("KOs")
               if killer ~= player then
                   kills.Value = kills.Value + 1

               else
                   kills.Value = kills.Value - 1

               end
            end
        end
    end
end


-----------------------------------------------



function findAllFlagStands(root)
    local c = root:children()
    for i=1,#c do
        if (c[i].className == "Model" or c[i].className == "Part") then
            findAllFlagStands(c[i])
        end
        if (c[i].className == "FlagStand") then
            table.insert(stands, c[i])
        end
    end
end

function hookUpListeners()
    for i=1,#stands do
        stands[i].FlagCaptured:connect(onCaptureScored)
    end
end

function onPlayerEntered(newPlayer)

    if CTF_mode == true then

        local stats = Instance.new("IntValue")
        stats.Name = "leaderstats"

        local captures = Instance.new("IntValue")
        captures.Name = "Captures"
        captures.Value = 0


        captures.Parent = stats

        -- VERY UGLY HACK
        -- Will this leak threads?
        -- Is the problem even what I think it is (player arrived before character)?
        while true do
            if newPlayer.Character ~= nil then break end
            wait(5)
        end

        stats.Parent = newPlayer

    else

        local stats = Instance.new("IntValue")
        stats.Name = "leaderstats"

        local kills = Instance.new("IntValue")
        kills.Name = "KOs"
        kills.Value = 0

        local deaths = Instance.new("IntValue")
        deaths.Name = "Wipeouts"
        deaths.Value = 0

        kills.Parent = stats
        deaths.Parent = stats

        -- VERY UGLY HACK
        -- Will this leak threads?
        -- Is the problem even what I think it is (player arrived before character)?
        while true do
            if newPlayer.Character ~= nil then break end
            wait(5)
        end

        local humanoid = newPlayer.Character.Humanoid

        humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )

        -- start to listen for new humanoid
        newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )


        stats.Parent = newPlayer

    end

end


function onCaptureScored(player)

        local ls = player:findFirstChild("leaderstats")
        if ls == nil then return end
        local caps = ls:findFirstChild("Captures")
        if caps == nil then return end
        caps.Value = caps.Value + 1

end


findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)

0
33 is the name of the function and 70 is an end... Perci1 4988 — 10y

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