Issue 1: Counting snowballs: use an inventory item manager like getrithekd said. set it to track snowballs and update the property ‘snowballs’. make sure this property has a scope of player. step 2 of my guide has you make two triggers, and blocks in each. replace the long list of blocks in the first trigger with this:
where ‘Killer Snowballs’ is a text property with global scope.
replace the blocks in trigger 2 with this:
you probably won’t have to do step one of the guide.
Issue 2: make sure that you have the code above in two separate triggers, one wired from a ‘player knocks out’ lifecycle, and the other from a ‘player knocked out’ lifecycle. otherwise, they will both be the same, which would be awkward when it later says you killed yourself.
Issue 3: killstreaks are easy. have a counter and a linked property [named streak], both with player scope. wire a ‘player knocked out’ lifecycle to the counter so it resets the counter. wire a ‘player knocks out’ lifecycle to the counter so it increments it. now go back to trigger one, and make it like this:
bringing it all together: the original guide has 4 notifications due to map hazards and different messages for people on your team and not on your team. you probably only need one. because of this, you don’t need the relay or trigger wired from it in step 3. just wire one of the triggers from step 2 to the notification. create a block for wire pulse like this:
i don’t know if the randomized death messages are relevant, but you could just replace the original messages with stuff like ‘brr’ or ‘ouch’ or ‘that’s gotta hurt’. or you could just not have them.
First, check all the blocks for correctness. Second, check that the snowballs are actually being put as a property and the value of that property by making a debug screen. I would put in all the snowball properties in that screen so you can see if they update correctly.
i know how to do this, wait, i made it in my map. THe reason it doesn’t update is because it is in the same block code. Alright, here is the wirining. KO MANAGER ----> trigger
Trigger block code: Set DED player to triggering player name.
you need to seperate the winner and loser of a battle
you need a sperate trigger for the killing player and the ded player