The (potential) problem with "+xxx$ +y exp" fading popup animations is that you can use a maximum of one of these animations at a time for each player. You can move object ID's around, but if another kill pops up, you'll have to either: - wait until the first animation ended before moving and starting the next one - objoff the ongoing animation, move and start the next one - create multiple sets of objectID's that do the same thing, say 2 or 3 sets, and program some kind of queue that uses whatever set is available for that player You could separate the sets for player kills and allied kills, probably have different colors anyway... So you're looking at... say you do the easy one set for each: Player kills: 3 digits $, 2 digits exp, 1 'frame' object (with + ___ $ __ exp, for example) that's 51 screenobjects For allied kills you don't need the exp part, so add another 31 screenobjects It's not really a problem, objectID-wise, to add a couple of sets, it's just much more of a hassle to program. Hmm, if you want to make them show up wherever the person died, change 'screenobject' by 'mapobject' in my post But you'd have a problem if you do that... when you kill someone outside of your screen, you won't see anything. IMO make them show up over your ship, or over your ally's ship for allied kills. So mapobjects for allied kills, screenobjs for your own kills