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Ljjpz1
#713941Saturday, April 05, 2008 6:48 PM GMT

Ok so If you have ever played ultimate paintball ctf by miked thats kind of what i want. I want the three diff guns, the paint grenade and the flags. and I also want it so that it takes 8 points to win and you have to carry the other teams flag to your own flag stand. What are the scripts for these??? thanks
DerProgrammierer
#714012Saturday, April 05, 2008 6:58 PM GMT

well if you want guns look in free models then the flag are in another slot along with spawns
Ljjpz1
#714981Saturday, April 05, 2008 8:40 PM GMT

uh i know where to get the flags, but how do i set up the point system?
DerProgrammierer
#715080Saturday, April 05, 2008 8:54 PM GMT

look for a cash leader board then edit it for points and all that
miniluigi723621386
#715173Saturday, April 05, 2008 9:05 PM GMT

yeah just edit the scripts so it has points, not kos and WOs, which should be EAZY to script.
Ljjpz1
#715212Saturday, April 05, 2008 9:11 PM GMT

I have absolutely no idea what you guys are talking about. I know what a script is and that stuff, but what script would i use if i want to have it so there is kos, wos, and points on a leader board?
DerProgrammierer
#715215Saturday, April 05, 2008 9:11 PM GMT

yea cash leader boar script is not hard like rocket sience its more of a sience your learn at school
DerProgrammierer
#715218Saturday, April 05, 2008 9:13 PM GMT

you just go inside the script and it should have kos in purple i think (been a while) then edit it to w/e you want
Ljjpz1
#715290Saturday, April 05, 2008 9:22 PM GMT

ok i found a script with WO's, KO's and captures. whenever i capture the flag though the game always freezes. This is script: 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("WOs") 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 kills = Instance.new("IntValue") kills.Name = "KOs" kills.Value = 0 local deaths = Instance.new("IntValue") deaths.Name = "WOs" deaths.Value = 0 local captures = Instance.new("IntValue") captures.Name = "Captures" captures.Value = 0 kills.Parent = stats deaths.Parent = stats 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 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 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 = "WOs" 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)

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