I'm making a leaderboard (Kill)

I’m making a leaderboard (Kill).
But if you kill it with a long-range weapon, it won’t go up.You have to kill him with a close-range weapon to get up there. How do I fix it?

game.Players.PlayerAdded:Connect(function(player)
	local ls = Instance.new("Folder",player)
	ls.Name = "leaderstats"
	
	local Money = Instance.new("NumberValue",ls)
	Money.Value = 0
	Money.Name = "Money"
	
	local Kill = Instance.new("NumberValue",ls)
	Kill.Value = 0
	Kill.Name = "Kill"
	
	player.CharacterAdded:Connect(function(char)
		
		char.Humanoid.Died:connect(function()
			local creater = char.Humanoid:FindFirstChild("creator")
			if creater then
				local killplr = creater.Value --죽인플레이어 확인
				if killplr then
					killplr.leaderstats.Kill.Value += 1
				end
			end
		end)
	end)

Have the long range weapon add the “creator” value to the victim like the close-range weapons do.

The problem is that the creator value is not displayed.

Yes. Because long ranged weapons I assume don’t create it while close-range weapons do. That’s how the script you showed me works. For long ranged weapons to add to the kill counter, you need them to add the creator value to the victim as the close-range weapons do.

Yes, I’d like to know how to do it. Help me.

Look at your close-range weapon scripts and find where the creator value is created. Copy that behavior and paste it in where the long-ranged weapons damage their victims.

Ok can you post the code for the weapon?

Okay, but I’m sorry. It’s too long.Do me a favor.

local CollectionService = game:GetService("CollectionService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")

local IsServer = RunService:IsServer()

-- Dependencies
local WeaponData = script.Parent:WaitForChild("WeaponData")
local WeaponsSystemFolder = script.Parent
local WeaponTypes = WeaponsSystemFolder:WaitForChild("WeaponTypes")
local Libraries = WeaponsSystemFolder:WaitForChild("Libraries")
local ShoulderCamera = require(Libraries:WaitForChild("ShoulderCamera"))
local WeaponsGui = require(Libraries:WaitForChild("WeaponsGui"))
local SpringService = require(Libraries:WaitForChild("SpringService"))
local ancestorHasTag = require(Libraries:WaitForChild("ancestorHasTag"))
ShoulderCamera.SpringService = SpringService

local Configuration = WeaponsSystemFolder:WaitForChild("Configuration")
local ConfigurationValues = {
	SprintEnabled = Configuration:WaitForChild("SprintEnabled"),
	SlowZoomWalkEnabled = Configuration:WaitForChild("SlowZoomWalkEnabled"),
}

local WEAPON_TAG = "WeaponsSystemWeapon"
local WEAPON_TYPES_LOOKUP = {}

local REMOTE_EVENT_NAMES = {
	"WeaponFired",
	"WeaponHit",
	"WeaponReloadRequest",
	"WeaponReloaded",
	"WeaponReloadCanceled",
	"WeaponActivated"
}
local REMOTE_FUNCTION_NAMES = {}

--Set up WeaponTypes lookup table
do
	local function onNewWeaponType(weaponTypeModule)
		if not weaponTypeModule:IsA("ModuleScript") then
			return
		end
		local weaponTypeName = weaponTypeModule.Name
		xpcall(function()
			coroutine.wrap(function()
				local weaponType = require(weaponTypeModule)
				assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName()))
				WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType
			end)()
		end, function(errMsg)
			warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg))
			warn(debug.traceback())
		end)
	end
	for _, child in pairs(WeaponTypes:GetChildren()) do
		onNewWeaponType(child)
	end
	WeaponTypes.ChildAdded:Connect(onNewWeaponType)
end

local WeaponsSystem = {}
WeaponsSystem.didSetup = false
WeaponsSystem.knownWeapons = {}
WeaponsSystem.connections = {}
WeaponsSystem.networkFolder = nil
WeaponsSystem.remoteEvents = {}
WeaponsSystem.remoteFunctions = {}
WeaponsSystem.currentWeapon = nil
WeaponsSystem.aimRayCallback = nil

WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent")

local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks"))
NetworkingCallbacks.WeaponsSystem = WeaponsSystem

local _damageCallback = nil
local _getTeamCallback = nil

function WeaponsSystem.setDamageCallback(cb)
	_damageCallback = cb
end

function WeaponsSystem.setGetTeamCallback(cb)
	_getTeamCallback = cb
end

function WeaponsSystem.setup()
	if WeaponsSystem.didSetup then
		warn("Warning: trying to run WeaponsSystem setup twice on the same module.")
		return
	end
	print(script.Parent:GetFullName(), "is now active.")

	WeaponsSystem.doingSetup = true

	--Setup network routing
	if IsServer then
		local networkFolder = Instance.new("Folder")
		networkFolder.Name = "Network"

		for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do
			local remoteEvent = Instance.new("RemoteEvent")
			remoteEvent.Name = remoteEventName
			remoteEvent.Parent = networkFolder

			local callback = NetworkingCallbacks[remoteEventName]
			if not callback then
				--Connect a no-op function to ensure the queue doesn't pile up.
				warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!")
				warn("A default no-op function will be implemented so that the queue cannot be abused.")
				callback = function() end
			end
			WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...)
				callback(...)
			end)
			WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent
		end
		for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do
			local remoteFunc = Instance.new("RemoteEvent")
			remoteFunc.Name = remoteFuncName
			remoteFunc.Parent = networkFolder

			local callback = NetworkingCallbacks[remoteFuncName]
			if not callback then
				--Connect a no-op function to ensure the queue doesn't pile up.
				warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!")
				warn("A default no-op function will be implemented so that the queue cannot be abused.")
				callback = function() end
			end
			remoteFunc.OnServerInvoke = function(...)
				return callback(...)
			end
			WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc
		end

		networkFolder.Parent = WeaponsSystemFolder
		WeaponsSystem.networkFolder = networkFolder
	else
		WeaponsSystem.StarterGui = game:GetService("StarterGui")

		WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem)
		WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem)

		if ConfigurationValues.SprintEnabled.Value then
			WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value)
		end
		
		if ConfigurationValues.SlowZoomWalkEnabled.Value then
			WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value)
		end

		local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge)

		for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do
			coroutine.wrap(function()
				local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge)
				local callback = NetworkingCallbacks[remoteEventName]
				if callback then
					WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...)
						callback(...)
					end)
				end
				WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent
			end)()
		end
		for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do
			coroutine.wrap(function()
				local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge)
				local callback = NetworkingCallbacks[remoteFuncName]
				if callback then
					remoteFunc.OnClientInvoke = function(...)
						return callback(...)
					end
				end
				WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc
			end)()
		end

		Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded)
		if Players.LocalPlayer.Character then
			WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character)
		end

		WeaponsSystem.networkFolder = networkFolder
		
	end

	--Setup weapon tools and listening
	WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded)
	WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved)

	for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do
		WeaponsSystem.onWeaponAdded(instance)
	end

	WeaponsSystem.doingSetup = false
	WeaponsSystem.didSetup = true
end

function WeaponsSystem.onCharacterAdded(character)
	-- Make it so players unequip weapons while seated, then reequip weapons when they become unseated
	local humanoid = character:WaitForChild("Humanoid")
	WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated)
		if isSeated then
			WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool")
			humanoid:UnequipTools()
			WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
		else
			WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)
			humanoid:EquipTool(WeaponsSystem.seatedWeapon)
		end
	end)
end

function WeaponsSystem.shutdown()
	if not WeaponsSystem.didSetup then
		return
	end

	for _, weapon in pairs(WeaponsSystem.knownWeapons) do
		weapon:onDestroyed()
	end
	WeaponsSystem.knownWeapons = {}

	if IsServer and WeaponsSystem.networkFolder then
		WeaponsSystem.networkFolder:Destroy()
	end
	WeaponsSystem.networkFolder = nil
	WeaponsSystem.remoteEvents = {}
	WeaponsSystem.remoteFunctions = {}

	for _, connection in pairs(WeaponsSystem.connections) do
		if typeof(connection) == "RBXScriptConnection" then
			connection:Disconnect()
		end
	end
	WeaponsSystem.connections = {}
end

function WeaponsSystem.getWeaponTypeFromTags(instance)
	for _, tag in pairs(CollectionService:GetTags(instance)) do
		local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag]
		if weaponTypeFound then
			return weaponTypeFound
		end
	end

	return nil
end

function WeaponsSystem.createWeaponForInstance(weaponInstance)
	coroutine.wrap(function()
		local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance)
		if not weaponType then
			local weaponTypeObj = weaponInstance:WaitForChild("WeaponType")

			if weaponTypeObj and weaponTypeObj:IsA("StringValue") then
				local weaponTypeName = weaponTypeObj.Value
				local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName]
				if not weaponTypeFound then
					warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName()))
					return
				end

				weaponType = weaponTypeFound
			else
				warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName())
				return
			end
		end

		-- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue
		-- making a new weapon if something else beat this iteration.
		if WeaponsSystem.getWeaponForInstance(weaponInstance) then
			warn("Already got ", weaponInstance:GetFullName())
			warn(debug.traceback())
			return
		end

		-- We should be pretty sure we got a valid weaponType by now
		assert(weaponType, "Got invalid weaponType")

		local weapon = weaponType.new(WeaponsSystem, weaponInstance)
		WeaponsSystem.knownWeapons[weaponInstance] = weapon
	end)()
end

function WeaponsSystem.getWeaponForInstance(weaponInstance)
	if not typeof(weaponInstance) == "Instance" then
		warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.")
		return nil
	end

	return WeaponsSystem.knownWeapons[weaponInstance]
end

-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))

function WeaponsSystem.onWeaponAdded(weaponInstance)
	local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
	if not weapon then
		WeaponsSystem.createWeaponForInstance(weaponInstance)
	end
end

function WeaponsSystem.onWeaponRemoved(weaponInstance)
	local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
	if weapon then
		weapon:onDestroyed()
	end
	WeaponsSystem.knownWeapons[weaponInstance] = nil
end

function WeaponsSystem.getRemoteEvent(name)
	if not WeaponsSystem.networkFolder then
		return
	end

	local remoteEvent = WeaponsSystem.remoteEvents[name]
	if IsServer then
		if not remoteEvent then
			warn("No RemoteEvent named ", name)
			return nil
		end

		return remoteEvent
	else
		if not remoteEvent then
			remoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)
		end

		return remoteEvent
	end
end

function WeaponsSystem.getRemoteFunction(name)
	if not WeaponsSystem.networkFolder then
		return
	end

	local remoteFunc = WeaponsSystem.remoteFunctions[name]
	if IsServer then
		if not remoteFunc then
			warn("No RemoteFunction named ", name)
			return nil
		end

		return remoteFunc
	else
		if not remoteFunc then
			remoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)
		end

		return remoteFunc
	end
end

function WeaponsSystem.setWeaponEquipped(weapon, equipped)
	assert(not IsServer, "WeaponsSystem.setWeaponEquipped should only be called on the client.")
	if not weapon then
		return
	end

	local lastWeapon = WeaponsSystem.currentWeapon
	local hasWeapon = false
	local weaponChanged = false

	if lastWeapon == weapon then
		if not equipped then
			WeaponsSystem.currentWeapon = nil
			hasWeapon = false
			weaponChanged = true
		else
			weaponChanged = false
		end
	else
		if equipped then
			WeaponsSystem.currentWeapon = weapon
			hasWeapon = true
			weaponChanged = true
		end
	end

	if WeaponsSystem.camera then
		WeaponsSystem.camera:resetZoomFactor()
		WeaponsSystem.camera:setHasScope(false)

		if WeaponsSystem.currentWeapon then
			WeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue("ZoomFactor", 1.1))
			WeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue("HasScope", false))
		end
	end

	if WeaponsSystem.gui then
		WeaponsSystem.gui:setEnabled(hasWeapon)

		if WeaponsSystem.currentWeapon then
			WeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue("CrosshairScale", 1))
		else
			WeaponsSystem.gui:setCrosshairWeaponScale(1)
		end
	end

	if weaponChanged then
		WeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance)
	end
end

function WeaponsSystem.getHumanoid(part)
	while part and part ~= workspace do
		if part:IsA("Model") and part.PrimaryPart and part.PrimaryPart.Name == "HumanoidRootPart" then
			return part:FindFirstChildOfClass("Humanoid")
		end

		part = part.Parent
	end
end

function WeaponsSystem.getPlayerFromHumanoid(humanoid)
	for _, player in ipairs(Players:GetPlayers()) do
		if player.Character and humanoid:IsDescendantOf(player.Character) then
			return player
		end
	end
end

local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)
	if target:IsA("Humanoid") then
		target:TakeDamage(amount)
	end
end

function WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData)
	if not target or ancestorHasTag(target, "WeaponsSystemIgnore") then
		return
	end
	if IsServer then
		if target:IsA("Humanoid") and dealer:IsA("Player") and dealer.Character then
			local dealerHumanoid = dealer.Character:FindFirstChildOfClass("Humanoid")
			local targetPlayer = Players:GetPlayerFromCharacter(target.Parent)
			if dealerHumanoid and target ~= dealerHumanoid and targetPlayer then
				-- Trigger the damage indicator
				WeaponData:FireClient(targetPlayer, "HitByOtherPlayer", dealer.Character.HumanoidRootPart.CFrame.Position)
			end
		end

		-- NOTE:  damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause.
		-- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in)
		-- ..The default weapons pass in that data
		local handler = _damageCallback or _defaultDamageCallback
		handler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData)
	end
end

local function _defaultGetTeamCallback(player)
	return 0
end

function WeaponsSystem.getTeam(player)
	local handler = _getTeamCallback or _defaultGetTeamCallback
	return handler(player)
end

function WeaponsSystem.playersOnDifferentTeams(player1, player2)
	if player1 == player2 or player1 == nil or player2 == nil then
		-- This allows players to damage themselves and NPC's
		return true
	end

	local player1Team = WeaponsSystem.getTeam(player1)
	local player2Team = WeaponsSystem.getTeam(player2)
	return player1Team == 0 or player1Team ~= player2Team
end

return WeaponsSystem


I put the script below the 427 line.
There is no error, but it does not work.

local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)
	if target:IsA("Humanoid") then
		target:TakeDamage(amount)
	end
end
function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

I can’t read an unformatted script this long. But from what I can see, theres a TagHumanoid function that does exactly what you need. Did you try copying this function and moving it to the ranged weapon script and then calling it on the victim?

I can’t help you if you’re not willing to try implementing it on your own.

I’m sorry I’m a beginner, so I formatted it and uploaded it again, and of course I tried and wrote it because it didn’t work.

What did you try exactly? Can you show me where you put the TagHumanoid call?

WeaponsSystem Module script 427 line Below.

local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)
	if target:IsA("Humanoid") then
		target:TakeDamage(amount)
	end
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

You should add the call after target:TakeDamage(amount) in _defaultDamageCallback

Try:


local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)
	if target:IsA("Humanoid") then
		target:TakeDamage(amount)
		TagHumanoid(target,dealer)
	end
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end
2 Likes

That will work if the player parameter is a player object and not a character

Thank you. It’s settled. I’m so reassured. Thank you.

1 Like

Thank you so much for trying.!

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