How To Detect If A Player Is A New Comer To The Game

Hey Dev’s I Want The Game To Detect If The Player That Has Joined Is A New Player Or Has Played The Game Before

If the player is a new comer then he would be teleported to another place so that he can complete the back story for the plot of the game

16 Likes

This should help:

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)
14 Likes

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.

8 Likes

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

10 Likes

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?)

4 Likes

This Is What ChatGPt Says

Open

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.

Will This work???
@Qinrir @branghello @WolfieCodesMent @okayendo

Why are you teleporting the player? and no this wont work

3 Likes

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!

4 Likes

ok sure thank you will do as said

1 Like
-- 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)

got this from chat gpt too but this would work.

1 Like

but would it teleport a player to tutorial place ??

you want it to teleport as well??? then i suppose just yknow use teleport service.

ys sorry to bother you so much but I am a complete newbie to roblox scripting

then use the code that you provided test it to see if it works.

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.

1 Like

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)
1 Like