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My two Player Stat scripts are not working together?

Asked by 5 years ago

Can anyone tell me whats wrong thats causing only one to work at once while the other is dormant?

Kill-DeathScript:

stands = {} CTF_mode = false

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)

    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
    end
end

end


function findAllFlagStands(root) local c = root:children() for i=1,#c do if (c[i].className == "Model" or c[i].className == "Part") then findAllFlagStands(c[i]) end if (c[i].className == "FlagStand") then table.insert(stands, c[i]) end end end

function hookUpListeners() for i=1,#stands do stands[i].FlagCaptured:connect(onCaptureScored) end end

function onPlayerEntered(newPlayer)

if CTF_mode == true then

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

    local captures = Instance.new("IntValue")
    captures.Name = "Captures"
    captures.Value = 0


    captures.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

    stats.Parent = newPlayer

else

    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

end

function onCaptureScored(player)

    local ls = player:findFirstChild("leaderstats")
    if ls == nil then return end
    local caps = ls:findFirstChild("Captures")
    if caps == nil then return end
    caps.Value = caps.Value + 1

end

findAllFlagStands(game.Workspace) hookUpListeners() if (#stands > 0) then CTF_mode = true end game.Players.ChildAdded:connect(onPlayerEntered)

SecondsAlive Script:

`print("LinkedLeaderboard script version 5.00 loaded")

stands = {} CTF_mode = false

hiscore = 0 hiperson = "" hint = Instance.new("Hint") hint.Parent = game.Workspace

function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") stats["Seconds Alive"].Value = 0 end

function onPlayerRespawn(property, player)

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 findAllFlagStands(root) local c = root:children() for i=1,#c do if (c[i].className == "Model" or c[i].className == "Part") then findAllFlagStands(c[i]) end if (c[i].className == "FlagStand") then table.insert(stands, c[i]) end end end

function hookUpListeners() for i=1,#stands do stands[i].FlagCaptured:connect(onCaptureScored) end end

function onPlayerEntered(newPlayer)

if CTF_mode == true then

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

    local captures = Instance.new("IntValue")
    captures.Name = "Captures"
    captures.Value = 0


    captures.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

    stats.Parent = newPlayer

else

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

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

    kills.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 )

newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )

    stats.Parent = newPlayer

end

end

function onCaptureScored(player)

    local ls = player:findFirstChild("leaderstats")
    if ls == nil then return end
    local caps = ls:findFirstChild("Captures")
    if caps == nil then return end
    caps.Value = caps.Value + 1

end

findAllFlagStands(game.Workspace) hookUpListeners() if (#stands > 0) then CTF_mode = true end game.Players.ChildAdded:connect(onPlayerEntered)

function award(player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then stats["Seconds Alive"].Value = stats["Seconds Alive"].Value + 1 end end

function gettime(player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then return stats["Seconds Alive"].Value end return 0 end

while true do wait(1) players = game.Players:children() for i=1,#players do award(players[i]) if(gettime(players[i]) > hiscore) then hiscore = gettime(players[i]) hiplayer = players[i].Name end end if(hiplayer ~= nil) then hint.Text = "High Score for this server: " .. hiplayer .. " - " .. hiscore end end

print("LinkedLeaderboard script version 5.00 loaded")

stands = {} CTF_mode = false

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)

    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

`

PLEASE DONT MAKE A NEW SCRIPT FOR ME, i JUST WANT A FIX?!

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