Medal System v1.0

Awards players for performing specific elimination. Easy to set up and modify
    • Untitled design.png
    • ELIMINATION SPREES.png
    • Untitled design.png
    • ELIMINATION SPREES.png
⚡Zapper's Medal & Kill Spree System V1.0⚡
📂 Setup & Asset Placement
Getting started is entirely plug-and-play. Just drop the assets into these specific locations:
  • 📁 ReplicatedStorage: Move the "Medals" (image assets) and "Events" (RemoteEvents) folders here.
  • 📁 ServerScriptService: Move the main "Medal System" script and the "SETUP" here.
  • 📁 StarterGui: Place the "Medal UI" ScreenGui here to handle client-side rendering.

⚙️ Centralized Configuration

You can easily fine-tune the game balance and visual layout directly at the top of the scripts:
  • The Combo Engine (Server Module):
    • MAX_DURATION (Default: 15s) – The time window a player gets after their first kill.
    • MIN_DURATION (Default: 3s) – The absolute tightest the time window shrinks to at a high kill spree.
    • SHORTEN_AMOUNT (Default: 0.5s) – How many seconds get shaved off the timer window with each consecutive kill.
  • The Interface Engine (Client Script):
    • TWEEN_DURATION – Sets the animation speed for pop-ups and sliding transitions.
    • MEDAL_LIFESPAN – Controls how long a medal stays on screen before destroying itself.
    • SHIFT_OFFSET_X – Controls pixel spacing between active badges to prevent UI overlapping during fast multi-kills.

🛠️ Developer API Reference​

Integrating this into your custom weapon or combat scripts takes only a few server-side lines:

  1. Initialize Profile: Run MedalService.SetupPlayer(Player) inside your PlayerAdded event to open their session data tracking.
  2. Standard Kill: Call MedalService.AwardMedal(Player) on an enemy's defeat to automatically step up their combo count and fire the UI.
  3. Special Achievements: Pass an extra string like MedalService.AwardMedal(Player, "HEADSHOT") to grant specific, conditional badges simultaneously.
  4. Data Cleanup: Call MedalService.RemovePlayer(Player) inside your PlayerRemoving event to purge data vectors and safely prevent server memory leaks.
⚠️ Important: You must wrap this inside your weapon/damage script's health check (e.g., checking if Humanoid.Health <= 0) to ensure the medal is only awarded exactly when the target player dies.


📈 Modular Scalability​

Adding custom achievements is completely streamlined. If you want to add a new reward type (such as "WALLBANG"), you only need to run MedalService.AwardMedal(Player, "WALLBANG") in your script and drop an image asset named "WALLBANG" right into ReplicatedStorage.Medals. The client-side UI handles the layout rendering automatically.

Questions or Suggestions? Let me know!
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EULA
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Support duration
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154 Views
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2 Downloads
Jun 10, 2026 Published
N/A Updated
Not yet rated
19.4 KB File size
Open source
  1. Yes
DRM-free
  1. No
Unobfuscated
  1. Yes
Type
  1. System
Genre
  1. Action
  1. FPS
  1. Fighting
Supported languages
  1. English
Creator
Owner
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Refer this resource and earn a 10% commission.
154 Views
0 Purchases
2 Downloads
Jun 10, 2026 Published
N/A Updated
Not yet rated
19.4 KB File size
Open source
  1. Yes
DRM-free
  1. No
Unobfuscated
  1. Yes
Type
  1. System
Genre
  1. Action
  1. FPS
  1. Fighting
Supported languages
  1. English
Creator
Owner
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