No replies? Anyways, I’d just like to let you know this sounds fantastic and I will definitely use it!
Literally an amazing release, can’t believe no one has replied!
Pretty sweet, dude. I really like the feature where codes can be used x amount of times. I’d love to see a feature where codes can be created by Developers in-game without having to go into Studio - as you mentioned! :^)
Clean, smooth, very easy to setup. This is really amazing brother, I can see this going very far. You should for sure keep this updated, everyone loves it.
How do I reference the player who redeemed the code in the reward functions module?
You know, that may have been a good thing for me to have done in hindsight!
Looks like I forgot, nether the less should be an easy fix if you can’t wait till I get round to it tomorrow. If you access the main module and find the line of code which calls the function (search ‘RewardFunction’ to find it faster) and just pass the player argument in the brackets.
Thanks for letting me know, this was really an oversight on my part
I’ve been working for a bit since I just got home from being up North, and I can say this system is very easy (at least from my standpoint) to take and modify for intermediate Developers. I’ve already made two changes:
A) custom popup messages when the player redeems a code
B) players can now be referenced in bound reward functions
I also made my own UI, here’s a video showcasing the features as well as the UI.
(quality isn’t the best, sorry!)
I have a problem, 16:25:48.604 - DataStore request was added to queue. If request queue fills, further requests will be dropped. Try sending fewer requests.Key = 167425533. This error pops up when I am using the datastore, how can I fix it?
My code alone shouldn’t be overloading the datastores, you may have your own external datastore code filling up the queue and mine is pushing it over the limit.
If this is not the case I’d reccomend upping the denounce for code copies refreshing.
Well my game runs on Datastore2, and I couldnt figure out a way to convert your code over to Datastore 2 so I think thats the error there
(May be forgetting how I wrote the code)
But my code system uses one get request and one set request per player and only gets and sets the data if the player has used the code system in that play session, copies data are by default refreshed every (60 seconds + time before next code entry).
Knowing roblox’s datastore limits I can’t really see how this would exceed them, however as I say try uppping the denounces in the settings and see how that goes.
Edit:
Thinking of it though, if you are overloading the a code which has copies that may start to exceed your set requests, you could write custom logic to save at intervals but you would lose a lot of accuracy here.
Well I have upped the debouncetime to 10 and the error still occurs, is there a limit to this?
I can’t really help you without your external code / how your using the system in that play session, sorry.
From testing and other’s experience I havn’t heard reports of the system exceeding the limit and I am struggling to grasp how it would with correct usage.
If you want me to take a look at it later feel free to DM me a repro
Sure I’ll DM you. Thanks for helping me out
Looks great! I tried this out and I definitely recommend it. Works flawlessly for me. <3
I am having the same issue with the DataStore. (An empty experience with only your module and the DataStore2 module)
A copy of the place: CodeBearCopy.rbxl (173.4 KB)
Sorry for the bump, but would this support having the codes table on an external site such as Pastebin to allow for servers to release instantly on old servers?
agreed, not only that im struggling with passing the player to the reward function.
I know its been 2 years but a update would be nice!
This is awesome! I will most likely be using this!
Btw if you need to get the player object to reward the player just pass the player in the main module