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 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 Silver = stats:findFirstChild("Points") if killer ~= player then kills.Value = kills.Value + 1 Silver.Value = Silver.Value + 150 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 local points = Instance.new("IntValue") points.Name = "Silver" points.Value = 0 points.Parent = stats kills.Parent = stats deaths.Parent = stats 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)
So what i tried to do is add lines to the script that make it give "Silver" (150 of it) after everykill