Script

A script is very basicly a program. Scripts are what run roblox. an example of a leaderboard script is

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") 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 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

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)

Very long but this is the linked leaderboard script.... there are many leaderboards you can make This is the end.... for now.... (take this out when u are putting more in)