Getting your roblox team deathmatch script score to work correctly is usually the first big hurdle you'll face when building a shooter. It's one thing to make a gun that shoots bullets, but it's a whole different story to actually track who's winning. If the score doesn't update, or worse, if it gives points to the wrong team, your players are going to leave faster than you can say "Game Over."
I've spent way too many hours debugging leaderboard scripts that just refused to sync up. Most of the time, the issue isn't even the math; it's just how the script handles the "kill credit." We've all been in those games where you do 99% of the damage, and then some lucky teammate swoops in for the final hit. Handling that logic in a way that feels fair is what makes a game actually playable.
Why the Score System is the Heart of the Game
In a Team Deathmatch (TDM) setup, the score is basically the heartbeat of the match. Without it, you just have a bunch of people running around a map with no goal. The roblox team deathmatch script score logic needs to do a few things at once: it has to detect when a player dies, figure out who killed them, check what team that killer is on, and then update a global value that everyone can see.
It sounds like a lot, but once you break it down into smaller chunks, it's actually pretty manageable. You don't need to be a coding genius to get a basic version running. You just need to understand how Roblox handles player deaths and how to store data that the whole server can access.
Setting Up Your Teams First
Before you even touch a script, you have to actually have teams in your game. It's a rookie mistake to try and script a score system before you've used the actual Teams service in Roblox Studio. Go into the Explorer, find the Teams folder, and add two teams—let's just call them Red and Blue for now.
Make sure you turn off AutoAssignable if you want to control how players join, but for a simple test, leaving it on is fine. The important part is that each team has a unique name and color. Your script is going to rely on these names to know which team's score needs to go up.
The Logic Behind the Kill Tag
This is where most people get stuck. How does the server know who killed whom? Roblox doesn't just "know" this by default. You have to create a "creator tag."
When a player shoots another player, your weapon script needs to insert an ObjectValue into the victim's Humanoid. This tag should be named "creator" and its value should be the player who fired the shot. When the Humanoid eventually dies, the scoring script looks inside the player, finds that tag, and says, "Aha! Player X killed Player Y."
If you don't use tags, your roblox team deathmatch script score will have no way of knowing who to reward. It'll just see that someone died, and you'll end up with a game where nobody gets points, which is pretty boring.
Creating the Main Scoring Script
Now, let's talk about the script itself. You'll want to put this in ServerScriptService because you want the server to handle the score. If you put it on the client (like in a LocalScript), hackers could just give themselves a million points, and we definitely don't want that.
The script basically needs to listen for any player joining the game. Once a player joins, the script waits for their character to load and then listens for the Died event on their Humanoid.
When that Died event fires, the script checks for that "creator" tag I mentioned earlier. If it finds one, it looks at the team of the player mentioned in the tag. Then, it finds a global variable (usually an IntValue stored in ReplicatedStorage or a Leaderstat) and increments it by one.
Where to Store the Score
I usually recommend putting the actual score values in ReplicatedStorage. Why? Because both the server and the players need to see them. If you store the score inside a script, the UI won't be able to display it easily.
Create two IntValues in ReplicatedStorage and name them "RedScore" and "BlueScore." This makes it incredibly easy for your UI to "watch" these values. Whenever the value changes, the UI can automatically update the numbers on the players' screens. It's much cleaner than trying to send a bunch of RemoteEvents every time someone gets a kill.
Displaying the Score to Players
A roblox team deathmatch script score isn't much use if the players can't see it. You'll need a ScreenGui with a couple of text labels.
You can write a tiny LocalScript inside the text label that looks something like this: * Find the "RedScore" value in ReplicatedStorage. * Use the :GetPropertyChangedSignal("Value") function. * Every time the value changes, update the label's text to match the new score.
This keeps the UI snappy and ensures that everyone sees the same score at the same time. There's nothing worse than a laggy scoreboard where you think you're winning, but the server says otherwise.
Handling the End of the Match
What happens when a team hits the score limit? You don't want the game to just go on forever. Your main server script should be constantly checking if either "RedScore" or "BlueScore" has hit a certain number—let's say 50 kills.
Once a team hits 50, you can fire a RemoteEvent to all players to show a "Winner" screen, then wait a few seconds and reset everything. Resetting the score is as simple as setting those IntValues back to zero and maybe teleporting everyone back to the lobby or respawning them.
If you want to get fancy, you can even save the wins using DataStoreService, but for a basic TDM, a simple round reset is usually enough to keep the flow going.
Common Pitfalls to Avoid
I've seen a lot of people make the mistake of putting the scoring logic inside the weapon script itself. While it works, it's a nightmare to manage. If you have ten different guns, you'd have to put the scoring code in all ten scripts. If you decide to change how points are calculated, you have to edit every single gun.
Keep your roblox team deathmatch script score in one central place. The gun should only be responsible for "tagging" the player. The central script handles everything else. It's way more organized and saves you a massive headache later on.
Another thing to watch out for is "team killing." Make sure your script checks if the killer and the victim are on the same team. You don't want to reward someone for taking out their own teammates—unless you're making a very chaotic type of game!
Wrapping It Up
At the end of the day, a solid scoring system is about consistency. You want to make sure the server is the source of truth, the tags are being applied correctly, and the UI is reflecting those changes in real-time.
It might take a bit of trial and error to get the timing of the tags right (sometimes tags get deleted too quickly if the player respawns fast), but once you nail it, the rest of your game will feel much more professional. Just keep it simple, test it with a friend (or a second Studio window), and you'll have a working TDM score system in no time. Happy dev-ing!