No, it work, i tested it. And idk what are you talking about.
Oh i know now, i added leaderstats in another script.You can add here if you want.
I don’t know why it works for everyone else, but doesn’t work for me. Im starting to think its a problem with Roblox then with my code
Maybe it is local script?Try to reinstall studio if anything don’t work.
This is a really long thread for no reason with many solutions, report to #bug-reports if you actually think it’s a bug, otherwise make a new place.
Unfortunately, even uninstalling studio didn’t do anything. I think I’m going to move this to #bug-reports to see if I can help fix this issue
If you want add leaderstats in this script then use this:
local DataStoreService = game:GetService("DataStoreService")
local PlayersService = game:GetService("Players")
local DataStore = DataStoreService:GetDataStore("DataStore")
PlayersService.PlayerAdded:Connect(function(Player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = Player
local Wins = Instance.new("IntValue")
Wins.Name = "Wins"
Wins.Parent = leaderstats
local Coins = Instance.new("IntValue")
Coins.Name = "Coins"
Coins.Parent = leaderstats
local PlayerUserId = "Player_"..Player.UserId
print(PlayerUserId)
--Load Data--
local Data
local success, erromessage = pcall(function()
Data = DataStore:GetAsync(PlayerUserId)
end)
if success == true then
if Data then
Wins.Value = Data.Wins
Coins.Value = Data.Coins
end
end
end)
PlayersService.PlayerRemoving:Connect(function(Player)
local PlayerUserId = "Player_"..Player.UserId
local Data = {
Wins = Player.leaderstats.Wins.Value;
Coins = Player.leaderstats.Coins.Value
}
local success, errormessage = pcall(function()
DataStore:SetAsync(PlayerUserId, Data)
end)
if success then
print("Data successfully saved!")
else
print("There was an error!")
warn(errormessage)
end
end)
Wait i know one think i remember someone have this you need to test in test and then select local server,team test, etc. If it works then i will explain.
Explain: after one update i remember when you in team create you are in players even if you not in test and PlayerRemoving don’t run so you need to test it in local server,team test etc and it will work.
In this video i enabled and disabled team create:Roblox explain - YouTube
I have rewritten the script:
local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")
local WinsData = DataStoreService:GetDataStore("WinsData")
function leaderboardSetup(player : Player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Wins = Instance.new("IntValue")
Wins.Name = "Wins"
Wins.Parent = leaderstats
local Coins = Instance.new("IntValue")
Coins.Name = "Coins"
Coins.Parent = leaderstats
local data, data2
local success, errormessage = pcall(function()
data = WinsData:GetAsync(player.UserId.."-wins")
data2 = WinsData:GetAsync(player.UserId.."-coins")
end)
if success then
print("Data Loaded!")
Wins.Value = data or 0
Coins.Value = data2 or 0
else
print("Couldn't load Data!")
warn(errormessage)
end
end
-- Connect the "leaderboardSetup()" function to the "PlayerAdded" event
Players.PlayerAdded:Connect(leaderboardSetup)
function saveData(player)
print("Data Saving...")
local winsSaved, coinsSaved
local success, errormessage = pcall(function()
print("Starting Save")
winsSaved = WinsData:SetAsync(player.UserId.."-wins", player:WaitForChild("leaderstats"):FindFirstChild("Wins").Value)
if not winsSaved then
error("Failed to save wins for player "..player.Name)
else
print("wins saved")
end
coinsSaved = WinsData:SetAsync(player.UserId.."-coins", player:WaitForChild("leaderstats"):FindFirstChild("Coins").Value)
if not coinsSaved then
error("Failed to save coins for player "..player.Name)
else
print("coins saved")
end
end)
if success then
print("Player Data Successfully Saved!")
else
print("Couldn't Save!")
warn(errormessage)
end
end
Players.PlayerRemoving:Connect(saveData)
--incase if the developers shut down the game.
game:BindToClose(function()
for _,v in pairs(game:GetService("Players"):GetChildren()) do
coroutine.wrap(saveData)(v)
end
end)
If it doesn’t still work, then make sure you have:
- Published your game
- Ensure that the studio has access to API service (Game Settings > Security > Enable Studio Access to API Services)
It will have the same result, I believe the purposes for the player model for team create under the game.Players is that not because they need to see what is in the player model but it lists for players who is editing the game.
I seen this problem already with players.I edited post you can see video.When i learned scripting i used to watch @TheDevKing and i always use his datastore script.Here is video, you need to see most liked comment.Advanced Roblox Scripting Tutorial #13 - Data Store / Saving Player Data (Beginner to Pro 2019) - YouTube And i know the person who made this topic is in team create because there is something in Players Service in videos he showed.
I can show video with my script in team create and not in team create,if you want. Video in local server,team test etc, i can show it too.I tested it already but without video, it work on not team create and in team create it work only with local server,team test etc, because how i showed in the video players are still there if it is team create so you need to test it in team test, local server etc,you can even publish game and test it through roblox and it will work too.I hope you will see this post.Also use my last script and after script you can see more info because i seen a lot of people didn’t notice it:
local DataStoreService = game:GetService("DataStoreService")
local PlayersService = game:GetService("Players")
local DataStore = DataStoreService:GetDataStore("DataStore")
PlayersService.PlayerAdded:Connect(function(Player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = Player
local Wins = Instance.new("IntValue")
Wins.Name = "Wins"
Wins.Parent = leaderstats
local Coins = Instance.new("IntValue")
Coins.Name = "Coins"
Coins.Parent = leaderstats
local PlayerUserId = "Player_"..Player.UserId
print(PlayerUserId)
--Load Data--
local Data
local success, erromessage = pcall(function()
Data = DataStore:GetAsync(PlayerUserId)
end)
if success == true then
if Data then
Wins.Value = Data.Wins
Coins.Value = Data.Coins
end
end
end)
PlayersService.PlayerRemoving:Connect(function(Player)
local PlayerUserId = "Player_"..Player.UserId
local Data = {
Wins = Player.leaderstats.Wins.Value;
Coins = Player.leaderstats.Coins.Value
}
local success, errormessage = pcall(function()
DataStore:SetAsync(PlayerUserId, Data)
end)
if success then
print("Data successfully saved!")
else
print("There was an error!")
warn(errormessage)
end
end)
I seen this problem already with players.I edited post you can see video.When i learned scripting i used to watch @TheDevKing and i always use his datastore script.Here is video, you need to see most liked comment .Advanced Roblox Scripting Tutorial #13 - Data Store / Saving Player Data (Beginner to Pro 2019) - YouTube And i know you are in team create because there is something in Players Service in videos you showed when you aren’t in test
In this video i enabled and disabled team create:Roblox explain - YouTube
@EJQuik89
Other people should know solution, because a lot of people make games with team.
@EJQuik89 You need to see this post if it works pls let me know. This post have a lot of text but you should read all
You could try using ProfileService, which handles everything for you, including saving player data on exit, auto saving, etc. It does all the heavy lifting.
I FOUND THE PROBLEM!!!
It turns out, the issue was that studio was bugged and the saving mechanic worked in an actual game.
This needs to be fixed soon
Hey i sayed it, it isn’t because studio is bugged you need to see my last big post and also roblox have this problem more than 2 years :Datastore won't Save - #72 by mpc19801981
If data stores only work without team create enabled, and with only certain parts of team create, then that’s a major oversight by Roblox and could possibly halt the development of hundreds of games.
Funny enough we had actually found the problem a few days ago but due to uncertainty, I didn’t claim it as a solution.
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