Here's my script:
wait(5) function changeweapon() local player = game:GetService("Players").LocalPlayer if player.leaderstats.Kills.Value == 1 then player.Backpack["GLOCK-17"]:Destroy() game.ReplicatedStorage.Guns["USP-S"]:Clone().Parent = player.Backpack print("usp-s") end if player.leaderstats.Kills.Value == 2 then player.Backpack["USP-S"]:Destroy() game.ReplicatedStorage.Guns["Beretta"]:Clone().Parent = player.Backpack print("beretta") end end script.Parent.Parent.leaderstats.Kills.Changed:connect(changeweapon) wait(.2) changeweapon()
I want this script to do something like, if you have 1 kill, you will get a USP-S and lose your GLOCK-17 you spawned with. On your second kill, you will lose your USP-S and get a Beretta. My script only works when I manually change the number of kills I have in the explorer. It doesn't work in a real game. I have a working leaderboard and a kills/deaths script.
The problem is that you don't have a sensor for if you kill something. This means that if you kill something, it won't count for a kill on the leaderboard. Although I personally have no experience in this field, so I can't give you any specific scripts, I hope you find what you are looking for.