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Could someone alter this script so that it uses the default KOs and WOs?

Asked by 6 years ago

This script is from the Roblox Default Template 'FFA/Team Arena'. Could someone alter it so that it uses the default KOs and WOs instead of using a newly created model called KO - WO - A. This would be really appreciated! Also Configurations.GRANT_ASSISTS is false so don't worry about that. I have spent around 5 hours trying to find a way to make it run on KOs and WOs but was as you can see futile. Thanks for your time.

local PlayerManager = {}

-- ROBLOX Services
local Players = game.Players
local PointsService = game:GetService("PointsService")

-- Game Services
local Configurations = require(game.ServerStorage.Configurations)
local Events = game.ReplicatedStorage.Events
local ResetMouseIcon = Events.ResetMouseIcon
local TeamManager = require(script.Parent.TeamManager)
local DisplayManager = require(script.Parent.DisplayManager)

-- Local Variables
local PlayersCanSpawn = false
local GameRunning = false
local HitArray = { }
local ScoreArray = { }

-- Local Functions
local function OnPlayerAdded(player)
    -- Setup leaderboard stats
    local leaderstats = Instance.new("Model", player)
    leaderstats.Name = "leaderstats"

    local KWA = Instance.new("StringValue", leaderstats)
    if Configurations.GRANT_ASSISTS then
        KWA.Name = "KO - WO - A"
        KWA.Value = "0 - 0 - 0"
    else
        KWA.Name = "KO - WO"
        KWA.Value = "0 - 0"
    end

    ScoreArray[player] = { 0, 0, 0 } -- KOs, WOs, Assists

    TeamManager:AssignPlayerToTeam(player)

    player.CharacterAdded:connect(function(character)
        character:WaitForChild("Humanoid").Died:connect(function()
            PlayerManager:PlayerDied(player)
            wait(Configurations.RESPAWN_TIME)
            if GameRunning then
                player:LoadCharacter()
            end
        end)
    end)

    if PlayersCanSpawn then
        player:LoadCharacter()
    else
        DisplayManager:StartIntermission(player)
    end
end

local function OnPlayerRemoving(player)
    TeamManager:RemovePlayer(player)
end

local function UpdatePlayerScore(player)
    local KOString = tostring(ScoreArray[player][1])
    local WOString = tostring(ScoreArray[player][2])
    local AssistString = tostring(ScoreArray[player][3])

    if not Configurations.GRANT_ASSISTS then
        if KOString:len() < WOString:len() then
            while KOString:len() < WOString:len() do
                KOString = " " .. KOString
            end
        else
            while WOString:len() < WOString:len() do
                WOString = WOString .. " "
            end
        end
        player.leaderstats["KO - WO"].Value = KOString .. " - " .. WOString
    else
        player.leaderstats["KO - WO - A"].Value = KOString .. " - " .. WOString .. " - " .. AssistString
    end
end

-- Functions
function PlayerManager:SetGameRunning(running)
    GameRunning = running
end

function PlayerManager:AllowPlayerSpawn(allow)
    PlayersCanSpawn = allow
end

function PlayerManager:ClearPlayerScores()
    for _, player in ipairs(Players:GetPlayers()) do
        local leaderstats = player:FindFirstChild("leaderstats")
        if leaderstats then
            local KWA
            if Configurations.GRANT_ASSISTS then
                KWA = leaderstats:FindFirstChild("KO - WO - A")
                if KWA then
                    KWA.Value = "0 - 0 - 0"
                end
            else
                KWA = leaderstats:FindFirstChild("KO - WO")
                if KWA then
                    KWA.Value = "0 - 0"
                end
            end
        end
    end
end

function PlayerManager:LoadPlayers()
    for _, player in pairs(Players:GetPlayers()) do
        player:LoadCharacter()
    end
end

function PlayerManager:DestroyPlayers()
    for _, player in pairs(Players:GetPlayers()) do
        player.Character:Destroy()
        for _, item in pairs(player.Backpack:GetChildren()) do
            item:Destroy()
        end
    end
    ResetMouseIcon:FireAllClients()
end

function PlayerManager:PlayerHit(hitPlayer, hittingPlayer)
    if hitPlayer == hittingPlayer then
        return
    end

    if not HitArray[hitPlayer] then
        HitArray[hitPlayer] = { }
    end

    for i = 1, #HitArray[hitPlayer] do
        if HitArray[hitPlayer][i]== hittingPlayer then
            return
        end
    end
    table.insert(HitArray[hitPlayer], hittingPlayer)
end

function PlayerManager:PlayerDied(player)
    if HitArray[player] then
        for i = #HitArray[player], 1, -1 do
            local hittingPlayer = HitArray[player][i]
            if hittingPlayer ~= player then
                if i == #HitArray[player] then
                    ScoreArray[hittingPlayer][1] = ScoreArray[hittingPlayer][1] + 1
                    TeamManager:AddTeamScore(hittingPlayer.TeamColor, 1)
                    spawn(function() pcall(function() PointsService:AwardPoints(hittingPlayer.userId, Configurations.PLAYER_POINTS_PER_KO) end) end)
                else
                    ScoreArray[hittingPlayer][3] = ScoreArray[hittingPlayer][3] + 1
                    spawn(function() pcall(function() PointsService:AwardPoints(hittingPlayer.userId, Configurations.PLAYER_POINTS_PER_ASSIST) end) end)
                end
                UpdatePlayerScore(hittingPlayer)
            end
        end
    end

    ScoreArray[player][2] = ScoreArray[player][2] + 1
    HitArray[player] = nil
    UpdatePlayerScore(player)
end

-- Event Bindings
Players.PlayerAdded:connect(OnPlayerAdded)
Players.PlayerRemoving:connect(OnPlayerRemoving)

return PlayerManager

1 answer

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Answered by 6 years ago

I wrote the below based on your previous question, but it had been deleted when I went to post. It looks like you are wanting to change the default template system now instead of working with it as I had assumed from your original post. As such the below code might not suit your needs anymore, but I will post it for you in any case. I can have another look at it tomorrow if what I have here doesn't suit your needs (I'm about to head to bed).

Everything below is what I would have posted to your old thread.


Change the script you have in your NPC's to this:

local PlayerManager = require(game.ServerScriptService.MainGameScript.GameManager.PlayerManager)
local Humanoid = game.Workspace.Squad1.Grunt1.Humanoid

function PwntX_X() 
    local tag = Humanoid:findFirstChild("creator") 
    if tag ~= nil then 
        if tag.Value ~= nil then 
             PlayerManager:PlayerKilledNPC(tag.Value)
        end 
    end 
end 

Humanoid.Died:connect(PwntX_X)

And add this function in PlayerManager at the bottom, below the PlayerManager:PlayerDied function and above -- Event Bindings

function PlayerManager:PlayerKilledNPC(player)
    ScoreArray[player][1] = ScoreArray[player][1] + 1
    TeamManager:AddTeamScore(player.TeamColor, 1)
    UpdatePlayerScore(player)
end

Assuming the weapons you are using add the creator tag to the NPC's (at a glance it doesn't look like the template rocket launcher does), then these two changes will award a point to a player for killing an NPC.

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thx sooo much bro! :D dadysherwin2 155 — 6y
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