I’m trying to make a system, where a reserved server is made for groups of people; then whenever they leave the reserved server, and go rejoin the main game, it asks the player if they want to rejoin the same reserved server again.
What I did in this script was once the reserved server has been made using a new Code and Id, it saves it into the player’s data, which I then take back out to reuse the code once the player has rejoined the main game, and agreed to rejoin the reserved server.
joinLastGame.OnServerEvent:Connect(function(player)
local playerId = ps:GetUserIdFromNameAsync(player.Name)
local success, result = pcall(function()
return playerDataDB:GetAsync(playerId)
end)
local playerData = require(script.PlayerData).new(player, http:JSONDecode(result))
TeleportOptions.ReservedServerAccessCode = playerData["LastGameCode"]
print(playerData["LastGameCode"]) -- Gives me the correct Code for the reserved server
local Success, Result = pcall(TeleportService.TeleportAsync, TeleportService, 15632385326, player, TeleportOptions)
if Success then
print("success") -- Doesn't print
end
end)
The output gave me the correct Reserved Server Code from when I just created it, yet it doesn’t print “success”. Please note that I’m still learning about TeleportServices