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Re: Killing function

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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:17 PM
I tried making one based off the roblox leaderboard but it didn't work because of how all the functions are laid out. Does anyone know how?


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Intended_Pun is not online. Intended_Pun
Joined: 10 Aug 2016
Total Posts: 4384
07 Nov 2016 08:18 PM
?????
Humanoid.Health = 0
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:19 PM
Like when you kill someone, your the owner of the kill and you get exp, kills, etc.


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
07 Nov 2016 08:20 PM
use a remote event to fire that you killed them
or use some sort of tagging device to tag the killer to the victim and have the victim add the kill
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:21 PM
already tried something similar to that but didn't use a remote event.


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Intended_Pun is not online. Intended_Pun
Joined: 10 Aug 2016
Total Posts: 4384
07 Nov 2016 08:22 PM
To go deeper into what Wunder said
If you're tagging, make a new objectvalue named "creator" into the dead dude. This is the universal ROBLOX tagging system.
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treebee63 is not online. treebee63
Joined: 16 Aug 2010
Total Posts: 376
07 Nov 2016 08:25 PM
You'll have to set up a tagging function. It would place an objectValue referencing to the attacker's player inside of the person being attacked. You can then bind an event to get the attacker once the player dies and award them with points (or something of your choice). A lot of the roblox default tools (LinkedSword, Slingshot, TimeBomb, etc.) use this system along with their leaderboards. Their function is usually named "tagHumanoid."
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128Gigabytes is not online. 128Gigabytes
Joined: 17 Apr 2014
Total Posts: 3616
07 Nov 2016 08:25 PM
"This is the universal ROBLOX tagging system."

Well since roblox no longer tracks those on site, its kinda pointless to use that method if you are making your own tools and don't plan to use someone elses. Remote events would be much cleaner.
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:26 PM
this is how im trying to right now.
local tag = humanoid:FindFirstChild('creator')


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Intended_Pun is not online. Intended_Pun
Joined: 10 Aug 2016
Total Posts: 4384
07 Nov 2016 08:27 PM
That is true, but it's useful in case you do use other people's stuff.
I personally usually use free models for tools and guns and stuff a lot, so I guess that works for me. If you plan on using your own stuff, I guess you should use events.
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:27 PM
Let me try this first and see where i can go from there.


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
07 Nov 2016 08:29 PM
Here is an example:


local damage = workspace.DealDamage --remote event
damage:FireServer(targetPlayer,20)

--server:

workspace.DealDamage.OnServerEvent:connect(function(sender,target,damage)
local prev = target.Character.Humanoid.Health
target.Character.Humanoid:TakeDamage(damage)
if target.Character.Humanoid.Health<=0 and prev>0 then
target.leaderstats.Deaths.Value=target.leaderstats.Deaths.Value+1
sender.leaderstats.Kills.Value=sender.leaderstats.Kills.Value+1
end
end)

--if you are using server sided scripts for both, use a bindable event instead!
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:32 PM
Wow i guess this is one way but i just finished mine im about to see if it works.

game.Players.PlayerAdded:connect(function(Player)
local PlayerStats = game.ServerStorage["Player Stats"]:WaitForChild(Player.Name)
local Character = Player.Character or Player.CharacterAdded:wait()
local Humanoid = Character:WaitForChild('Humanoid')
local db = false
Humanoid.Died:connect(function()
if db == false then
db = true
PlayerStats.Deaths.Value = PlayerStats.Deaths.Value + 1
local Tag = Humanoid:FindFirstChild('creator')
if Tag then
local player = Tag.Value
PlayerStats.XP.Value = PlayerStats.XP.Value + 100
PlayerStats.Kills.Value = PlayerStats.Kills.Value + 1
end
end
end);
end);


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
07 Nov 2016 08:33 PM
Mine has the same security as yours but would probably be the easiest option

So yes if you are using a server script you can convert it to a bindable event instead
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:37 PM
Hmm, the one i made doesn't actually work.


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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:41 PM
What does the (targetPlayer,20) do?


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
07 Nov 2016 08:42 PM
......FireServer(targetPlayer,20)

......target,damage)
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 08:51 PM
Didn't work, im just going to find a way to fix this one:

game.Players.PlayerAdded:connect(function(Player)
local PlayerStats = game.ServerStorage["Player Stats"]:WaitForChild(Player.Name)
local Character = Player.Character or Player.CharacterAdded:wait()
local Humanoid = Character:WaitForChild('Humanoid')
Humanoid.Died:connect(function()
PlayerStats.Deaths.Value = PlayerStats.Deaths.Value + 1
end);
local Tag = Humanoid:FindFirstChild('creator')
if Tag then
local player = Tag.Value
PlayerStats.XP.Value = PlayerStats.XP.Value + 100
PlayerStats.Kills.Value = PlayerStats.Kills.Value + 1
end;
end);


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
07 Nov 2016 09:03 PM
It does work, you need a remote event and you need to fire it from a local script with a server script handling the remote

you can try by giving everyone leaderstats for kills and deaths

then use damage on Player1
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
07 Nov 2016 09:54 PM
Im really bad with remote functions/events, i dont make fe games so i never saw a need for them.


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