I added the bind to close event, nothing shows up still:
Remove the JSON
endoce and decode parts. Then, try resetting your own data server-side and see if it saves.
I also noticed you aren’t sending any player data to save in the BindToClose()
function.
ps - `game:GetService(“RunService”) should go at the top of the script, it’s just good etiquette
Alright, new updates:
MY LEADERSTATS:
MY CODE:
local DataStoreService = game:GetService("DataStoreService")
local HttpService = game:GetService("HttpService")
local Players = game:GetService("Players")
local runService = game:GetService("RunService")
local DataStore = DataStoreService:GetDataStore("ABCDE")
-- Function to load player data
local function loadPlayerData(player)
local key = "Player_" .. player.UserId
local success, data = pcall(function()
return DataStore:GetAsync(key)
end)
if success then
return data
else
warn("Failed to load data for player " .. player.Name)
return nil
end
end
-- Function to save player data
local function savePlayerData(player, data)
local key = "Player_" .. player.UserId
local success, errorMessage = pcall(function()
DataStore:SetAsync(key, data)
end)
if not success then
warn("Failed to save data for player " .. player.Name .. ": " .. errorMessage)
end
end
-- Create leaderstats and set initial values
local function setupLeaderstats(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
local forHire = Instance.new("StringValue")
forHire.Name = "ForHire"
forHire.Value = "No"
forHire.Parent = leaderstats
local hiring = Instance.new("StringValue")
hiring.Name = "Hiring"
hiring.Value = "No"
hiring.Parent = leaderstats
local posting = Instance.new("StringValue")
posting.Name = "Posting"
posting.Value = "No"
posting.Parent = leaderstats
local public = Instance.new("StringValue")
public.Name = "Public"
public.Value = "No"
public.Parent = leaderstats
leaderstats.Parent = player
end
-- Connect the function to player added event
Players.PlayerAdded:Connect(function(player)
local playerData = loadPlayerData(player)
if not playerData then
setupLeaderstats(player)
else
if playerData == nil then
playerData = {
player:WaitForChild("leaderstats").ForHire.Value == playerData.ForHire;
player:WaitForChild("leaderstats").Hiring.Value == playerData.Hiring;
player:WaitForChild("leaderstats").Posting.Value == playerData.Posting;
player:WaitForChild("leaderstats").Public.Value == playerData.Public;
}
end
end
end)
-- Connect the function to player removing event to save data
Players.PlayerRemoving:Connect(function(player)
local playerData = {
ForHire = player:WaitForChild("leaderstats").ForHire.Value,
Hiring = player:WaitForChild("leaderstats").Hiring.Value,
Posting = player:WaitForChild("leaderstats").Posting.Value,
Public = player:WaitForChild("leaderstats").Public.Value
}
savePlayerData(player)
end)
game:BindToClose(function()
if runService:IsStudio() then task.wait(3) return end
for _, player in pairs(game.Players:GetPlayers()) do
savePlayerData(player) --replace with your saving function
end
task.wait(3)
end)
MY PROBLEM:
Still doesn’t save.
It also could be to do with your loading function. The second variable sent to the pcall()
holds an error message, if thrown.
--how a pcall() works
local success, errorMessage = pcall(function()
--code here
end)
if success then --no errors
print("Yay it worked")
elseif not success and err then
warn("it didnt work :C")
end
You are returning the second parameter (not the data), which is nil
because the data loaded successfully. Instead try:
local data
local success, err = pcall(function()
data = myDataStore:GetAsync(key)
end)
if success then
return data
else
warn(err)
warn("Couldn't load data")
end
ON JOIN LEADERSTATS:
Don’t mind the different values, I changed them using another script that toggles it. This is to see if the saveData script worked.
ON JOIN PRINT:
ON LEAVE PRINT:
ON REJOIN LEADERSTATS:
ON REJOIN PRINT:
Line 32 is this:
warn("Failed to save data for player " .. player.Name .. ": " .. errorMessage)
Thanks again to all who reply.
Hmm you dont seem to be passing the player’s Data when you call the function, when you call the save function, add you player data parameter, that should fix it
can you show me in the code, I don’t know where.
replace your code snippet with this:
Players.PlayerRemoving:Connect(function(player)
local playerData = {
ForHire = player:WaitForChild("leaderstats").ForHire.Value,
Hiring = player:WaitForChild("leaderstats").Hiring.Value,
Posting = player:WaitForChild("leaderstats").Posting.Value,
Public = player:WaitForChild("leaderstats").Public.Value
}
savePlayerData(player, playerData)
end)
local runService = game:GetService("RunService")
game:BindToClose(function()
if runService:IsStudio() then task.wait(3) return end
for _, player in pairs(game.Players:GetPlayers()) do
local playerData = {
ForHire = player:WaitForChild("leaderstats").ForHire.Value,
Hiring = player:WaitForChild("leaderstats").Hiring.Value,
Posting = player:WaitForChild("leaderstats").Posting.Value,
Public = player:WaitForChild("leaderstats").Public.Value
}
savePlayerData(player, playerData) --replace with your saving function
end
task.wait(3)
end)
didnt save when I rejoined, but progress is being made!
the output says: Yay it worked!
but it didn’t save.
change your playeradded code to this:
Players.PlayerAdded:Connect(function(player)
local playerData = loadPlayerData(player)
if not playerData then
setupLeaderstats(player)
else
player:WaitForChild("leaderstats").ForHire.Value == playerData.ForHire;
player:WaitForChild("leaderstats").Hiring.Value == playerData.Hiring;
player:WaitForChild("leaderstats").Posting.Value == playerData.Posting;
player:WaitForChild("leaderstats").Public.Value == playerData.Public;
end
end)
Still doesn’t save
right. you need to print the playerData table for further debugging, that will help locate the error better.
Correct me if I’m wrong but I am pretty sure you can save tables and I have a script that does something like that unless I’m reading your comment wrong
game.Players.PlayerAdded:Connect(function(player)
local inv = Instance.new("Folder")
inv.Name = "Inventory"
inv.Parent = player
local strength = Instance.new("IntValue")
strength.Name = "Strength"
strength.Value = 0
strength.Parent = inv
local speed = Instance.new("IntValue")
speed.Name = "Speed"
speed.Parent = inv
local data = statstore:GetAsync(player.UserId)
if data then
print("data got")
strength.Value = data["Strength"]
end
end)
game.Players.PlayerRemoving:Connect(function(plyr)
print(plyr.Name.. "left")
local datasave = {
Strength = plyr.Inventory.Strength.Value,
Speed = plyr.Inventory.Speed.Value
}
local succ,errs = pcall(function()
statstore:UpdateAsync(plyr.UserId, function(oldvalue)
local newvalue = datasave or oldvalue
return newvalue
end)
end)
if succ then
print("saved")
else
print("not save")
end
end)
Still now working! Here is all of the information you should need:
MY ISSUE:
None of my data is saving when I leave the game and rejoin
MY CODE:
local DataStoreService = game:GetService("DataStoreService")
local HttpService = game:GetService("HttpService")
local Players = game:GetService("Players")
local runService = game:GetService("RunService")
local DataStore = DataStoreService:GetDataStore("ABCDEF")
-- Function to load player data
local function loadPlayerData(player)
local key = "Player_" .. player.UserId
local success, errorMessage = pcall(function()
return DataStore:GetAsync(key)
end)
if success then --no errors
print("Player data loaded successfully for", player.Name)
elseif not success and errorMessage then
warn("Failed to load data for player " .. player.Name .. ": " .. errorMessage)
end
end
-- Function to save player data
local function savePlayerData(player, data)
local key = "Player_" .. player.UserId
local success, errorMessage = pcall(function()
DataStore:SetAsync(key, data)
end)
if success then
print("Player data saved successfully for", player.Name)
else
warn("Failed to save data for player " .. player.Name .. ": " .. errorMessage)
end
end
-- Create leaderstats and set initial values
local function setupLeaderstats(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
local forHire = Instance.new("StringValue")
forHire.Name = "ForHire"
forHire.Value = "No"
forHire.Parent = leaderstats
local hiring = Instance.new("StringValue")
hiring.Name = "Hiring"
hiring.Value = "No"
hiring.Parent = leaderstats
local posting = Instance.new("StringValue")
posting.Name = "Posting"
posting.Value = "No"
posting.Parent = leaderstats
local public = Instance.new("StringValue")
public.Name = "Public"
public.Value = "No"
public.Parent = leaderstats
leaderstats.Parent = player
end
-- Connect the function to player added event
Players.PlayerAdded:Connect(function(player)
local playerData = loadPlayerData(player)
if not playerData then
setupLeaderstats(player)
else
player:WaitForChild("leaderstats").ForHire.Value = playerData.ForHire;
player:WaitForChild("leaderstats").Hiring.Value = playerData.Hiring;
player:WaitForChild("leaderstats").Posting.Value = playerData.Posting;
player:WaitForChild("leaderstats").Public.Value = playerData.Public;
end
end)
Players.PlayerRemoving:Connect(function(player)
local playerData = {
ForHire = player:WaitForChild("leaderstats").ForHire.Value,
Hiring = player:WaitForChild("leaderstats").Hiring.Value,
Posting = player:WaitForChild("leaderstats").Posting.Value,
Public = player:WaitForChild("leaderstats").Public.Value
}
savePlayerData(player, playerData)
end)
game:BindToClose(function()
if runService:IsStudio() then task.wait(3) return end
for _, player in pairs(game.Players:GetPlayers()) do
local playerData = {
ForHire = player:WaitForChild("leaderstats").ForHire.Value,
Hiring = player:WaitForChild("leaderstats").Hiring.Value,
Posting = player:WaitForChild("leaderstats").Posting.Value,
Public = player:WaitForChild("leaderstats").Public.Value
}
savePlayerData(player, playerData)
end
task.wait(3)
print("Server shutting down. Player data saved.")
end)
PICTURES
ON JOIN LEADERSTATS
ON LEAVE PRINT STATEMENT
ON REJOIN LEADERSTATS
MY VIDEO
https://www.youtube.com/watch?v=VaA-rSvNwhw
Anything else I should know?
Thanks to everyone again for helping me out.
If anybody else has any more information, i’d love to hear it!
Anybody else have anything?? I really need this done.
Correct me if I’m wrong, but I don’t see where you are actually returning the data that was got in the loadPlayerData()
function. I only see you are returning out of the pcall, not the function itself.
Roblox added Deferred
events and are changing the way events work, which can affect a lot of games.