local players = game:GetService("Players")
local dataStoreService = game:GetService("DataStoreService")
local playerDataStore = dataStoreService:GetDataStore("PlayerData")
local TeleportService = game:GetService("TeleportService")
local placeId = 123456789 -- place id
players.PlayerAdded:Connect(function(player)
-- check if the player has data in the data store
local success, data = pcall(function()
return playerDataStore:GetAsync("Player_"..player.UserId)
end)
if success and data then
-- already played
print(player.Name.." has played before")
else
-- new to the game
print(player.Name.." is new to the game")
-- save the players data to the data store
local success, err = pcall(function()
playerDataStore:SetAsync("Player_"..player.UserId, true)
end)
-- failed
if not success then
warn("Error saving data for "..player.Name..": "..err)
end
TeleportService:Teleport(placeId, player)
end
end)
You could use a data store as described above, or you could use Badges.
for instance a “completed tutorial” badge
if the player doesnt have the “completed tutorial” badge, send them to the tutorial place where they’ll get that badge when finished
if the player does have the “completed tutorial” badge, carry on as normal
Roblox’s guide on creating badges, awarding badges, and checking to see if a player has a badge is available here.
I don‘ think this would be secure. Players could simply delete the badge from their inventory and pose as a new player.
That‘s a problem when you for example give new players a free starter kit, currency or something
I am dead sure there will be a data store in your game therefore you just need to see if the player is new or not as stated by @WolfieCodesMent. If this does not work that means you do not have datastore enabled for that go to Game Settings → Security → Enable API Access (I think its called?)
To detect if a player is new or has played the game before in Roblox Studio, you can use a combination of player data storage and teleportation. Here’s a step-by-step guide on how you can achieve this:
Set up DataStore:
Roblox provides a built-in service called DataStore to store persistent data for players.
Create a DataStore using the DataStoreService module. You can use this to store information about whether a player is new or returning.
When a player joins the game, check their DataStore to determine if they are new or returning.
Check if the player is new:
When a player joins the game, retrieve their unique identifier (UserId) using the Player.UserId property.
Use the DataStore to check if the player’s UserId is present in the DataStore. If it’s not, it means the player is new.
If the player is new, set a flag in the DataStore indicating that they have visited before.
Teleport the new player:
If the player is determined to be new, teleport them to another place where they can complete the game’s backstory.
Use the TeleportService module to teleport the player to the desired location. You can specify the destination using a place ID or a coordinate.
After the teleportation, you can present the backstory and allow the player to complete it.
Here’s an example of how you can implement the above steps in a Roblox Studio script:
-- Services
local DataStoreService = game:GetService("DataStoreService")
local TeleportService = game:GetService("TeleportService")
-- Constants
local DATA_STORE_NAME = "PlayerData"
-- Function to check if the player is new
local function isNewPlayer(player)
local playerDataStore = DataStoreService:GetDataStore(DATA_STORE_NAME)
local userId = tostring(player.UserId)
local success, _ = pcall(function()
playerDataStore:GetAsync(userId)
end)
return not success
end
-- Function to teleport the new player
local function teleportNewPlayer(player)
local destinationPlaceId = -- Specify the place ID of the backstory location
TeleportService:Teleport(destinationPlaceId, player)
end
-- Player joining handler
game.Players.PlayerAdded:Connect(function(player)
if isNewPlayer(player) then
teleportNewPlayer(player)
-- You can perform additional actions specific to new players here
else
-- Player is returning; continue with regular gameplay
end
end)
Remember to replace destinationPlaceId with the appropriate place ID of the location where the player should be teleported to complete the backstory.
With this implementation, new players will be teleported to another place, allowing them to complete the backstory of the game. Returning players will continue with regular gameplay.
Don’t use chatGPT unless you know he’s going to be telling the truth and you’re just using it for reference! The most common and secure way as mentioned is datastores!
-- get the DataStoreService
local DataStoreService = game:GetService("DataStoreService")
-- define the datastore key
local PLAYER_DATASTORE_KEY = "PlayerData"
-- function to detect if a player is new
function onPlayerAdded(player)
local playerKey = PLAYER_DATASTORE_KEY .. "_" .. player.UserId
local datastoreSuccess, playerData = pcall(function()
return DataStoreService:GetDataStore(PLAYER_DATASTORE_KEY):GetAsync(playerKey)
end)
if datastoreSuccess then -- check if datastore call succeeded
if playerData == nil then -- player data not found, so they're new
print(player.Name .. " is a new player!")
DataStoreService:GetDataStore(PLAYER_DATASTORE_KEY):SetAsync(playerKey, true)
end
else
warn("Datastore call failed for player " .. player.Name)
end
end
-- attach function to player added event
game.Players.PlayerAdded:Connect(onPlayerAdded)
Don’t use chatgpt to answer your questions related to coding. it is just a bot and has no awareness of anything and produces an imitation of information from the internet. There a lot of misinformation on the internet, which results in often incorrect info.
true, and if you’re wanting luau GPT code to actually work, you have to put in the effort…
For example, I got this with GPT
local players = game:GetService("Players")
local commands = {}
local whitelisted = {"WolfieCodesMent"}
local prefix = "/"
local function findPlayer(name)
for _, player in pairs(players:GetPlayers()) do
if string.lower(player.Name) == name or string.lower("me") == name then
return player
end
end
end
local function isWhitelisted(player)
return table.find(whitelisted, player.Name) ~= nil
end
local function modifyStat(player, arguments, statName, modifier)
local targetPlayer = findPlayer(arguments[1])
local statAmount = tonumber(arguments[2])
if targetPlayer and statAmount then
local stat = targetPlayer.Stats[statName]
stat.Value = modifier(stat.Value, statAmount)
print(targetPlayer.Name.." "..statName.." was modified to: "..stat.Value)
end
end
commands.add = function(player, arguments)
local statName = arguments[1]
table.remove(arguments, 1)
modifyStat(player, arguments, statName, function(currentValue, amount)
return currentValue + amount
end)
end
commands.sub = function(player, arguments)
local statName = arguments[1]
table.remove(arguments, 1)
modifyStat(player, arguments, statName, function(currentValue, amount)
return currentValue - amount
end)
end
commands.change = function(player, arguments)
local statName = arguments[1]
table.remove(arguments, 1)
modifyStat(player, arguments, statName, function(currentValue, amount)
return amount
end)
end
players.PlayerAdded:Connect(function(player)
player.Chatted:Connect(function(message)
local splitString = message:split(" ")
local cmdName = splitString[1]:sub(#prefix + 1)
local cmdFunc = commands[cmdName]
local arguments = {select(2, unpack(splitString))}
if not isWhitelisted(player) then
return
end
message = string.lower(message)
if not cmdFunc then
return
end
cmdFunc(player, arguments)
end)
end)