As many of you might know there's a dedicated sword-fighting community which uses swords as it's weapon similiar to the gun-fighting community, but there's a problem in the sword-fighting community, people can use exploits and lag to their benefit, recently I saw in one of the groups I am in for sword-fighting that they have kill logs, which show the studs for every kill, this is very important as the normal acceptable studs for a kill are 7-9 studs, anything bigger than this can mean exploits or severe lag. Could anyone show me how to start off making kill logs for this? It'd really help me out and it'd be a good way to get rid of exploiters in the community.
Thanks for anyone who tries to help, really means alot. Fako16
Assuming that there are only two players in close combat (what I mean by this is there can't be three people all in close proximity fighting each other), you can connect the :Died()
event from the humanoid to check how far the closest player in. That script would look something like this:
local ShortestDist = 5000 -- This has to be big to start local ClosestPlayer = nil game.Players.PlayerAdded:Connect(function(plr) plr.CharacterAdded:Connect(function(char) char:WaitForChild("Humanoid").Died:Connect(function(hum) for i, player in pairs(game.Players:GetPlayers() do if workspace:FindFirstChild(player.Name) then if ShortestDist > (char.HumanoidRootPart.Position - workspace[player.Name].Position).magnitude then ShortestDist = (char.HumanoidRootPart.Position - workspace[player.Name].Position).magnitude end -- use the value we just got for the distance ShortestDist = 5000 -- set it back to 5000 end end end) end) end)
I recommend opening the source to read this script. Hope I helped.
-Cmgtotalyawesome