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KillTracker

Tracks kills and damage dealt per match and shows them on the round-end screen. Vanilla compatible.

CHANGELOG

Changelog

1.1.0

  • Damage tracking. Every player's damage dealt is counted and shown in the scoreboard, on the same 0-100 scale the HUD uses.
  • Rewritten kill detection. 1.0.0 hooked the PlayerHealth.killer SyncVar and treated every write as a kill, but the game writes it on every damaging hit. With multi-hit weapons the first player to land a hit was credited, and a player who was hit but survived produced a phantom kill. Detection now runs off the health value instead.
  • Damage and deaths are read from the client-side SyncVar write only. FishNet keeps a separate server and client copy of every SyncVar, so reading the field for the previous value mixed the two and produced nonsense deltas.
  • The starting health is never written through the SyncVar setter, so fullHealth is used as the baseline for the first hit of a life. Without this a one-shot kill produced no event.
  • Attribution is resolved synchronously rather than at the end of the frame - the victim's object is despawned during the death sequence, which silently dropped the lethal hit.
  • Overkill no longer inflates the damage counter, and the follow-up writes of a death (-8, then -2000) no longer count twice.
  • Burst and automatic weapons credit every hit, not just the first. FishNet only replicates a SyncVar when its value changes, so killer reaches remote clients once per attacker rather than once per hit; requiring a same-frame write dropped the rest as "environment" - including the lethal one when it was not the first shot of the burst.
  • Environmental deaths are detected from the game's own fellVoid / suicide flags, so a player who was shot earlier and then falls into the void no longer credits that kill to whoever hit them last.
  • Scoreboard overlay is on by default and shows name / kills / damage.
  • NameFormat gained a third placeholder {2} for damage dealt.
  • New diagnostic option Debug/TraceRawWrites.

1.0.0

  • Per-match kill counter next to player names on the round-end screen.
  • Works as a client, not just as the host.
  • Marked vanilla compatible - no separate matchmaking pool.