So im not sure why this is happening
game.ReplicatedStorage.Events.DataUpdater.OnServerEvent:Connect(function(player)
local InventoryStore = datastore2("Inventory", player)
UpdateInventory()
InventoryStore:Update(Armor)
end)
So im not sure why this is happening
game.ReplicatedStorage.Events.DataUpdater.OnServerEvent:Connect(function(player)
local InventoryStore = datastore2("Inventory", player)
UpdateInventory()
InventoryStore:Update(Armor)
end)
If you are trying to save an instance, you cannot save instances in datastores.
no, im trying to save armor gui When the armor is in the players inventory gui
Guis are classified as instances.
Does the armor is a instance value ? If yes, you need to do Armor.Value
oh i had no idea, then i guess yes
the armor has an instance value but isn’t
Just like :UpdateAsync
on regular global data stores, it takes a function, and the DataStore2 wrapper has the same functionality.
- InventoryStore:Update(Armor)
+ InventoryStore:Update(function()
+ return Armor
+ end)
But like mentioned you still can’t save Instances, you’ll need to serialize that somehow.
This means inventoryString
is a StringValue, and you’re trying to set its Value
property to decodedData
, which looks to be an Instance, so you’ll have to use its Name
or serialize it or something