That’s what I mean, and that door after it’s bought stays that way
Well you would be doing it on the client if you only want it to be visible to the player who bought it, meaning it will check the client’s currency so it would be easily exploitable. I would do that a different way on the server.
script.Parent.Touched:Connect(function()
game.ReplicatedStorage.AreaUno:FireClient()
end)
ah ok it’s just a matter of enabling filtering enabled and then making your script connect with
game.Players.LocalPlayer
and the requirements for this part to be transparent and have
CanCollide = false
It doesn’t matter when I have it in a local script
game.Workspace.Prueba.Touched:Connect(function()
game.Workspace.Prueba.CanCollide = false
game.Workspace.Prueba.Transparency = 0
end)
What do you mean by this? Can you please explain better?
I already did it and it works well, what doesn’t work is the saving
The video they sent only saves the LeaderStats and I already have that
You told us that you know how to save values, if you’d like to do it the lazy way you can store a bool value in the player’s leaderstats or anywhere that says that the player owns it or not.
I know how to keep statistics, values, but I am a beginner
How would I do it, please, just that
Your leaderstats values save, right? You can create a boolvalue in the player with
local userownsdoor = Instance.new('BoolValue')
userownsdoor.Parent = player
userownsdoor.Value = dataStores:GetAsync(plr.UserId) or false
And update the boolvalue to true or false when they buy the item, and save that part into datastores. Use the method you used to save your leaderstats to save this. If it’s set to true the door will have no transparency. (This is an example, you will need to update it a little)
They save a variable like “true or false” not a saved property; saving parts is mostly useless;
So how do you save an unlocked zone?
I would recommend trying to learn a bit more about data stores using videos and trying to understand at least, get a sync, set a sync, and pcalls before trying to do anything;
Saving it. Unlocked = true, whatever. I can’t make a script for you.
That’s kind of similar to my method but it’s a boolvalue instead of a bool variable. You can probably find an easy tutorial on how to save variables or the boolvalue.