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My LeaderStats are Broken? Help!

Asked by 10 years ago

I took some parts and put them together to try to make a LeaderStats Script, so you can track your deaths and kills. Also, the kills in the future will be used to buy Paintball Guns. The script appears but on death, it didn't give the user(s) testing KO's and WO's. Please help and revise any errors, it means alot. Thank you so much!


function onPlayerEntered(newPlayer) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local kills = Instance.new("IntValue") kills.Name = "Kills" kills.Value = 1 local deaths = Instance.new("IntValue") deaths.Name = "Deaths" deaths.Value = 1 kills.Parent = stats deaths.Parent = stats 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 function Send_DB_Event_Died(victim, killer) -- killer may be nil local killername = "no one" if killer ~= nil then killername = killer.Name end print("DIED EVENT: ", victim.Name, " KILLED by ", killername) if shared["deaths"] ~= nil then shared["deaths"](victim, killer) print("SENT DB DEATH EVENT") end end function Send_DB_Event_Kill(killer, victim) print("KILL EVENT. ", killer.Name, " BLOXXED ", victim.Name) if shared["kills"] ~= nil then shared["kills"](killer, victim) print("SENT DB KILL EVENT") end end function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then local deaths = stats:findFirstChild("Wipeouts") deaths.Value = deaths.Value + 1 -- do short dance to try and find the killer local killer = getKillerOfHumanoidIfStillInGame(humanoid) Send_DB_Event_Died(player, killer) 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) local killer = getKillerOfHumanoidIfStillInGame(humanoid) if killer ~= nil then 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 Send_DB_Event_Kill(killer, player) end end end game.Players.ChildAdded:connect(onPlayerEntered)

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Answered by 10 years ago

The error occurs on Line 4, as you made the leaderstats an IntValue rather than a Model, it should be something like:

function onPlayerEntered(newPlayer)


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

    local kills = Instance.new("IntValue")
    kills.Name = "Kills"
    kills.Value = 1

    local deaths = Instance.new("IntValue")
    deaths.Name = "Deaths"
    deaths.Value = 1

    kills.Parent = stats
    deaths.Parent = stats


    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

function Send_DB_Event_Died(victim, killer)
    -- killer may be nil
    local killername = "no one"
    if killer ~= nil then killername = killer.Name end
    print("DIED EVENT: ", victim.Name, " KILLED by ", killername)

    if shared["deaths"] ~= nil then 
        shared["deaths"](victim, killer)
        print("SENT DB DEATH EVENT")
    end
end

function Send_DB_Event_Kill(killer, victim)
    print("KILL EVENT. ", killer.Name, " BLOXXED ", victim.Name)
    if shared["kills"] ~= nil then 
        shared["kills"](killer, victim)
        print("SENT DB KILL EVENT")
    end
end



function onHumanoidDied(humanoid, player)
    local stats = player:findFirstChild("leaderstats")
    if stats ~= nil then
        local deaths = stats:findFirstChild("Wipeouts")
        deaths.Value = deaths.Value + 1

        -- do short dance to try and find the killer

        local killer = getKillerOfHumanoidIfStillInGame(humanoid)


        Send_DB_Event_Died(player, killer)
        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)
    local killer = getKillerOfHumanoidIfStillInGame(humanoid)
    if killer ~= nil then
        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
            Send_DB_Event_Kill(killer, player)
        end
    end
end

game.Players.ChildAdded:connect(onPlayerEntered)

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