if(@ks > 2){
if(#Announcer == 0){ announce strcharinfo(0)+" "+.KSDotA$[@ks - 3]+" "+((.Streak)?"("+@ks+")":"")+"", ((.Broadcast)?bc_all:bc_map), .KSColor$; }
if(#Announcer > 1){ announce strcharinfo(0)+" "+.KSHoN$[@ks - 3]+" "+((.Streak)?"("+@ks+")":"")+"", ((.Broadcast)?bc_all:bc_map), .KSColor$; }
soundeffectall ""+#Announcer+"_KS"+@ks+".wav", 0, strcharinfo(3);
}
That part is what's giving you trouble.
The problem is, the streak is limited to what's in the array, so if that @ks goes beyond, there's not much you can do opposed to having
//start of kill streaks
switch(@streak_count){
case 1:
announce strcharinfo(0)+" has drawn "+ (Sex?"his":"her") +" First Blood!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS1.wav",0;
break;
case 2: break;
case 3:
announce strcharinfo(0)+" is on a Killing Spree!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS3.wav",0;
break;
case 4:
announce strcharinfo(0)+" is Dominating!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS4.wav",0;
break;
case 5:
announce strcharinfo(0)+" is on a Mega Kill!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS5.wav",0;
break;
case 6:
announce strcharinfo(0)+" is Unstoppable!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS6.wav",0;
break;
case 7:
announce strcharinfo(0)+" is Wicked Sick!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS7.wav",0;
break;
case 8:
announce strcharinfo(0)+" is on a Monster Kill!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS8.wav",0;
break;
case 9:
announce strcharinfo(0)+" is God-Like!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS9.wav",0;
break;
default:
announce strcharinfo(0)+" is Beyond God-Like!",.announce;
if(.soundeffects == 1) soundeffectall "0_KS10.wav",0;
set @streak_count,10;
break;
}
Which gives you more control. (That's from my pvp script btw)