KillTracker
Tracks kills and damage dealt per match and shows them on the round-end screen. Vanilla compatible.
By jachthafen
| Date uploaded | 2 days ago |
| Version | 1.1.0 |
| Download link | jachthafen-KillTracker-1.1.0.zip |
| Downloads | 51 |
| Dependency string | jachthafen-KillTracker-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Kill Tracker
Tracks kills and damage dealt per match and shows them when the round ends.
A scoreboard appears in the corner:
THIS MATCH KILLS DMG
You 4 812
Enemy 2 540
and the kill count is added next to each name on the round-end screen:
You [4] 3
Enemy [2] 2
The number on the right is the game's existing round-win counter. The number in brackets is new: actual kills, i.e. who landed the lethal blow.
In a 1v1 kills and round wins are almost always identical, because a round ends after exactly one kill. The difference shows up in FFA lobbies with 3+ players (e.g. with moreStrafts), where several kills happen per round but only one player wins it.
Features
- Real kill attribution — all weapons, all explosives, correct on multi-hit weapons
- Damage dealt per player
- Works as a client, not just as the host — no custom RPCs
- Overkill doesn't inflate damage; environmental deaths aren't credited to anyone
- Configurable display format with TextMeshPro rich text
- Vanilla compatible — no separate matchmaking pool
Configuration
BepInEx/config/jachthafen.straftat.killtracker.cfg, or in-game via Mod Menu / ConfigurationManager.
| Setting | Default | Description |
|---|---|---|
General / Enabled |
true |
Master switch |
Display / NameFormat |
{0} <size=60%>[{1}]</size> |
{0} = name, {1} = kills, {2} = damage. TMP rich text allowed. Use {0} <size=60%>[{1} | {2}]</size> to show damage in the name line too |
Display / HideZeroKills |
false |
Hide the counter for players with 0 kills |
Display / ShowOverlay |
true |
Draw the name / kills / damage scoreboard at round end |
Tracking / TrackDamage |
true |
Count damage dealt |
Tracking / CountSuicides |
false |
Count self-inflicted damage and kills for yourself |
Debug / VerboseLogging |
false |
Log every hit and kill to the BepInEx console |
Notes
- Counters reset when a new match starts.
- Vanilla shows 4 name slots; with
moreStrafts+MoreStrafts UISpawnAddonthere are more, and all of them get the counter. The overlay has no such limit. - Each client counts independently by observing the replicated
PlayerHealthSyncVars. No custom networking is added. - If two different players damage the same victim within the same frame (~16 ms), both hits are credited to whoever hit last. Rare in practice.
- Compatible with GunGame, KillfeedIcons and Mod Menu.
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.killerSyncVar 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
fullHealthis 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
killerreaches 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/suicideflags, 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.
NameFormatgained 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.