yeah, its exactly why we wrapped it inside a pcall, can you resend your code with my new edits on it?
local dss = game:GetService("DataStoreService")
local myDataStore = dss:GetDataStore("Clothes8")
game.Players.PlayerRemoving:Connect(function(plr)
pcall(function()
local Wear = {}
for _,item in pairs(plr.Items) do
table.insert(Wear,item.Name)
end
myDataStore:SetAsync(plr.UserId,Wear)
end)
end)
game.Players.PlayerAdded:Connect(function(plr)
local data
local Folder = Instance.new("Folder",plr)
Folder.Name = "Items"
pcall(function()
data = myDataStore:GetAsync(plr.UserId)
for _,item in pairs(data) do
local Value = Instance.new("StringValue",Folder)
Value.Name = item
end
plr.CharacterAdded:Connect(function()
for i, accessory in pairs(Folder:GetChildren()) do
game.ServerStorage.Everything[accessory.Name]:Clone().Parent = plr.Character
end
end)
end)
end)
I see nothing wrong with it. did you try testing in game rather than studio?
yes thats what i’ve been doing the whole time. studio and in game
what if i just make data variable a blank table at line 15 and then only change the data variable if GetAsync() returns something that isn’t nil.
someone recommended it.
yeah sure try it 30characterssss
I did some changes, that didn’t work perhaps i’m typing it wrong?
I don’t know just check it out
game.Players.PlayerAdded:Connect(function(plr)
local data = {}
local Folder = Instance.new("Folder",plr)
Folder.Name = "Items"
pcall(function()
data = myDataStore:GetAsync(plr.UserId)
if (Success and Response ~= nil) then
data.edit
end
for _,item in pairs(data) do
local Value = Instance.new("StringValue",Folder)
Value.Name = item
end
plr.CharacterAdded:Connect(function()
for i, accessory in pairs(Folder:GetChildren()) do
game.ServerStorage.Everything[accessory.Name]:Clone().Parent = plr.Character
end
end)
end)
end)
You never defined Success and Response