Any Kill Feed
Clip Only Your Kills, Not Your Teammates'
You open your clips folder after a Warzone session and half of it isn't you. The auto clipper saved a highlight every time a teammate got a kill, so now you're scrubbing a dozen files to find the two 4ks that were actually yours. It's the exact complaint that fills support boards, phrased almost the same way every time: "my auto clipper saves a clip every time a teammate gets a kill," or, in the CS2 threads, "Medal detects teammates' kills as my own and creates clips."
Here's the part no competitor page will tell you: this is not a setting you misconfigured. It's baked into how most auto clippers detect a kill in the first place. They know a kill happened; they have no idea who got it. In a squad or duo, where the kill feed prints everyone's eliminations, that blind spot means your reel fills up with your squad's frags. And because the underlying detector can't tell the difference, the only self-serve "fix" most tools offer is to turn the feature off entirely.
Transparency up front: we make GameClipper Advanced, a Windows 10/11 app, and we'll use its name-confirmation mode as the worked example. But the mechanism matters more than the product, so this is the honest, tool-agnostic explanation of why the false positives happen and the one method, reading your own in-game name out of each feed line, that actually stops them.
Why auto clippers credit you with your squad's kills
There are two families of kill detector in the wild, and each produces the same teammate false positive for a different reason.
Event and game-integration detectors
Medal's automatic event detection, Outplayed's Overwolf event hooks, and SteelSeries Moments all work by listening to a game signal, an event API, a replay hook, or a game-events SDK, that says "an elimination occurred." Medal's own support documentation notes that most auto-clipping titles use the game's replay system as a base. The trouble is that the event these hooks receive often isn't scoped tightly to your character. When several eliminations land close together in a squad fight, or when the game reports kills in your vicinity, the detector fires on all of them.
The clearest proof is the spectating edge case. In CS2, Medal users reported clips being created from kills by players they were spectating, after their own death, the killcam and post-death spectate feed triggered the auto clipper as if the spectated player's frag were theirs. Addressing it took a game-specific fix, not any user setting. Think about what that means architecturally: if telling your kill from a spectated teammate's kill requires a game-specific fix, the detector never really knew whose kill it was to begin with.
Naive visual kill-feed detectors
The second family reads the screen instead of the game. Hypetrigger is the clearest public example: it crops a fixed region of the kill feed, filters for a specific accent color, and runs a regex over whatever text it finds. That's genuinely clever, and it works on any game with a visible feed. But a color-and-shape trigger fires on the appearance of a kill row, full stop. It cannot distinguish the row that says you got the kill from the row that says your teammate did. As soon as any new elimination line renders in that corner, the trigger trips. Hobbyists hit the same wall the moment they try it themselves, an OpenCV forum thread on detecting Valorant kills crops the top-right feed region exactly this way, and gets a hit on every feed entry, not just the player's.
The kill feed shows everyone's kills, that's the root problem
Step back and the cause is obvious. In a Warzone squad, an Apex trio, or a CS2 5v5, the kill feed is a lobby-wide log. It prints every elimination in the match, yours, your three squadmates', the enemy team's trades, all in the same font, same layout, same color. That's what it's for: situational awareness for everyone.
So a detector that triggers on "a kill row appeared in the feed region" is, by design, triggering on the whole lobby's kills. There is nothing visually different about your teammate's elimination line and yours except the name on it. The pixel signature is identical. The color accent is identical. The row height, the weapon icon, the position, identical. The only bit that carries ownership information is the text of the killer's name, and a color-plus-shape trigger throws that text away or, at best, checks that it matches a kill-shaped pattern rather than checking which name it is.
This is why the problem is invisible in solo modes and unbearable in squads. Play solo and every feed line that involves you as the killer really is yours, so a naive detector looks accurate. Add three teammates and suddenly three-quarters of the feed activity isn't you, and your clip folder shows it.
The fix: confirm your name in every kill feed line
If the only thing distinguishing your kill from your squad's is the name in the feed row, then the fix is equally specific: read that name and match it against yours. Not "did a kill row appear," but "does my in-game name sit on the killer side of this row."
That's optical character recognition, OCR, applied to a very small, very predictable target. A kill feed line in almost every shooter reads left to right as killer, weapon icon, victim. The killer name is on a known side of the row. So the detector crops the killer-name portion of each detected feed line, runs OCR on just those pixels using the same class of engine that powers open tools like Tesseract OCR, and compares the result to the in-game name you told it once. Only rows where your name lands on the killer side survive; every teammate's line is read, rejected, and never clipped.
Two things make this the only method that filters by who got the kill. First, it operates on the one piece of information that actually encodes ownership, the name, rather than the color and shape every row shares. Second, because it reads what's drawn on screen rather than asking the game for an event, it needs no per-game integration. Any title that renders a legible kill feed, supported by the big tools or not, is fair game. That's the same screen-reading principle we cover in depth in our kill feed detection hub, applied specifically to the ownership problem.
How GameClipper's name-confirmation matching mode works
Here's the worked version in GameClipper Advanced. Setup is a one-time calibration per game, roughly two minutes, saved as a reusable profile.
- Draw a box around the kill feed. Load any VOD of the game, pause on a frame with the feed visible, and drag a rectangle over it. That region is where the scanner will look for kill rows.
- Capture your in-game name. Mark your name as it appears in a feed line, tag included if you play with one. This is the string OCR will confirm against.
- Pick the name-confirmation matching mode. This tells the scanner to accept a row only when your name is read on the killer side, rather than clipping on any kill row.
- Save the profile and scan. Point it at any recording of that game, tonight's or last month's. The clips it produces are the kills you got, not your squad's, for near-zero teammate false positives.

When your name renders oddly, tune sensitivity live
OCR is not magic, and in-game names are where it gets tested. Stylized clan fonts, a bracketed tag, trimmed characters, or a name with symbols in it can all read imperfectly, the feed might show [xX]Gh0st where OCR sees lxXjGh0st. This is a real, documented headache; kill-feed name-parsing plugins in the modding world flag special characters and tags as a known config problem.
The important part is what happens next. After a scan, GameClipper keeps every parameter live: match sensitivity, lead-in and lead-out per clip, scan rate, and minimum clip length all recompute instantly with no re-scan of the VOD. So when your name reads awkwardly, you loosen the match sensitivity a notch and watch the results update in place, catching the near-misses without dragging in your teammates, then tighten again if it over-triggers. You're tuning a threshold against footage you've already scanned once, not restarting a 20-minute pass every time you nudge a slider.

What Medal, Outplayed, and SteelSeries let you do today
To be fair to the tools you probably already have installed: none of them are broken, they just don't expose an ownership filter, because their detectors don't have the information to build one.
In Medal, the automatic clipping controls live under Settings > Clips > Auto Clipping, where you toggle event types on or off per game, multikills, wins, and so on. Outplayed's captures are configured per title on Overwolf's game-events platform; SteelSeries Moments exposes similar per-event toggles under its auto-clip settings. Read every one of those panels and you'll find the same thing: you can turn a category of event on or off, but there is no "only my kills" switch anywhere, because the tool was never reading your name to begin with.
That's why the practical advice these tools imply is "disable the per-game kill events," i.e. turn the feature off and go back to a manual clip hotkey. Medal's CS2 spectator fix was the exception that proves the rule: it took a game-specific patch, not a setting you can flip, and not something that generalizes to the next game with the same problem. If footage privacy and one-time pricing also matter to you, we walk through the trade-offs in our Medal.tv alternatives guide.
Keep auto-clipping on, just filter by name
The teammate false positive is a solved problem, and the solution is not "turn it off." It's to detect kills the one way that carries ownership, by reading your own name out of each kill feed line, so a squad session produces a folder of your plays instead of the whole lobby's. It works whether or not your game is on anyone's supported list, and it survives the spectating and killcam cases that needed per-game patches elsewhere. If the manual version of this is what you've been doing, scrubbing a VOD to pick your kills out by hand, our guide to finding kills in a VOD without rewatching it covers the workflow this automates. And for a game like Escape from Tarkov that draws no kill feed at all, the honest limits are laid out in Tarkov auto clip: your kills, not your deaths.
Download GameClipper Advanced free, calibrate your game in two minutes, set the name-confirmation matching mode, and scan last night's squad VOD. The free version does full detection, editing, and export forever with a small watermark; a one-time $19 purchase removes it (sign in with Google to activate), no subscription and no upload queue, and your footage never leaves your PC. Prefer the watermark gone from the start? Here's the pricing.
Frequently asked questions
Why does my auto clipper save clips of my teammates' kills?
Because most auto clippers detect that a kill happened without knowing who got it. Event-based tools (Medal, Outplayed, SteelSeries) fire on a game signal that isn't tightly scoped to your character, and naive visual detectors trigger on any new kill feed row. In squads the feed prints everyone's eliminations, so both clip your teammates' kills as your own. The fix is reading your in-game name out of each feed line and clipping only the rows where your name is on the killer side.
How do I make Medal only clip my kills?
Medal doesn't offer an 'only my kills' filter. Under Settings > Clips > Auto Clipping you can toggle event types on or off per game, but there's no ownership switch, because Medal's event detection doesn't read who got the kill. The self-serve options are to disable the kill events (turning the feature off) or to use a detector that confirms your in-game name in each kill feed line instead.
Can auto clip tools tell which kill in the kill feed is mine?
Only if they read the killer's name. Color-and-shape feed detectors and event hooks trigger on the appearance of any kill, so they can't distinguish your row from a teammate's, the two look identical except for the name. OCR name confirmation crops the killer-name portion of each detected feed line and matches it against your in-game name, which is the only signal that encodes whose kill it is.
Why does Medal clip when I'm spectating a teammate?
In CS2, kills by players you were spectating after your own death triggered Medal's auto clipper as if they were yours, an issue that took a game-specific fix, not a user setting. It happens because the detector reacts to a kill event near you rather than confirming ownership. A name-matching detector avoids it automatically: a spectated teammate's kills still show their name in the feed, not yours, so they're rejected.
Does auto clipping work for games that aren't officially supported?
Event-based tools only work on their supported list, and automatic detection covers only a limited set of titles, so unsupported games get nothing. Kill feed detection with OCR name confirmation reads what's drawn on screen instead of asking the game for events, so it works in any game that renders a legible kill feed, supported or not. You draw a box around the feed, capture your name once, and scan any VOD of that game.
What if my in-game name renders oddly with a clan tag or stylized font?
Stylized fonts, bracketed tags, and special characters can make OCR read a name imperfectly. In GameClipper Advanced you handle it by loosening match sensitivity, which recomputes results live against the VOD you already scanned, no re-scan needed. You watch the detections update in place until near-misses are caught without pulling in teammates, then tighten again if it over-triggers.
Should I just turn auto clipping off to stop the false positives?
You don't have to. Turning the feature off and going back to a manual clip hotkey is the only fix event-based tools offer, because their detectors can't filter by owner. Keeping auto-clipping on and switching to name-confirmation detection, where only feed rows with your name on the killer side clip, gives you your kills automatically without the teammate false positives.
Does kill feed name detection work in Warzone, Apex, and CS2 squads?
Yes. Those games all draw a lobby-wide kill feed that prints every elimination, which is exactly what causes the teammate false positive and exactly what name confirmation solves. As long as the feed shows the killer's name legibly in your recording, OCR can read it and match it against yours, so a squad session clips only your kills. Hardcore modes that hide the feed are the one case where there's nothing to read.