numofkills = game.Workspace.LeaderboardV3.leaderstats.KOs.Value script.Parent.Touched:connect(function() if numofkills == 0 then for i, v in pairs(game.Players:GetChildren()) do if v.Backpack ~= nil then clone2 = game.Lighting.Venomshank:Clone() clone2.Parent = v.Backpack end end end end)
here is the leaderboard script as well
print("Leaderboard script version 3.00 loaded") function onPlayerEntered(newPlayer) 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 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)
Hey. We didn't need the leaderboard script, since your first script gives us everything we need. To get the player from a character, use the GetPlayerFromCharacter method. Any questions? Comment!
script.Parent.Touched:connect(function(hit) if game.Players:GetPlayerFromCharacter(hit.Parent) then local player = game.Players:GetPlayerFromCharacter(hit.Parent) if (player.leaderstats.KOs.Value == 0) and not player.Backpack:findFirstChild("Venomshank") then game.Lighting.Venomshank:clone().Parent = player.Backpack end end end)