I want to add a script where every 3 seconds, a point is added. The script works in build mode but not in the play mode when it's saved. Or even in some cases, the points work but the KO and WO doesn't work.
Is there a way to have the KO, WO and points script (that changes every 3 seconds) work at the same time?
Below is the script:
function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then local deaths = stats:findFirstChild("Deaths") deaths.Value = deaths.Value + 1 local spend = stats:findFirstChild("Points") spend.Value = spend.Value - 5 -- 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) local killer = getKillerOfHumanoidIfStillInGame(humanoid) if killer ~= nil then local stats = killer:findFirstChild("leaderstats") if stats ~= nil then local kills = stats:findFirstChild("KOs") local earn = stats:findFirstChild("Points") if killer ~= player then kills.Value = kills.Value + 1 earn.Value = earn.Value + 100 else kills.Value = kills.Value - 1 earn.Value = earn.Value - 1 end end end end ----------------------------------------------- function Entered(player) if player:findFirstChild("leaderstats") ~= nil then player.leaderstats:remove() end stats = Instance.new("IntValue") stats.Parent = player stats.Name = "leaderstats" local kills = Instance.new("IntValue") kills.Name = "KOs" kills.Value = 0 local deaths = Instance.new("IntValue") deaths.Name = "Deaths" deaths.Value = 0 kills.Parent = stats deaths.Parent = stats money = Instance.new("IntValue") money.Parent = stats money.Name = "Points" money.Value = 0 --How much you start out with change it to how much you want -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if player.Character ~= nil then break end wait(5) end local humanoid = player.Character.Humanoid humanoid.Died:connect(function() onHumanoidDied(humanoid, player) end ) -- start to listen for new humanoid player.Changed:connect(function(property) onPlayerRespawn(property, player) end ) stats.Parent = player end game.Players.PlayerAdded:connect(Entered) c = game.Players:GetChildren() for i=1, #c do Entered(c[i]) end while true do wait(3) money.Value = money.Value + 1 end
Thank you!
The issue is that your money variable gets updated every time a player joins the game since it's not a local variable. When the first player joins, money is equal to that player's money stat, and it'll get updated in the loop. When a second player joins the game, money is now set to the second player's money stat, and your script no longer has any reference to the first player's money stat. To fix this, replace your loop with this:
while true do wait(3) for i,player in pairs(game.Players:GetPlayers()) do player.leaderstats.Points.Value = player.leaderstats.Points.Value + 1 end end
In this new loop we loop through all of the players and update their individual money stats. Make sure to change "Points" in this loop if you rename your money stat to "Money" instead of "Points". Another change I'd recommend is making the money variable on line 82 and the stats variable on line 67 local. You will never need to access those outside of the PlayerAdded event, so making them local will remind you to use player.leaderstats instead to avoid the issue you're having now.