I’ve spent the vast majority of the last few days going through tutorials, making my own script drafts and trying to figure out how I can use the ProfileService module to save the data in my game and I just cannot understand it for the life of me.
I’m pretty desperate as this is the one and only thing that has caused me to write on the forums, I am in need of help to show me how I can save my data (What halos a player has unlocked) and how I can call it to check if I need to make the item visible in game (Screen Ui) and possibly give comments as well.
None of the tutorials I have followed or found have helped me to understand what I need to do.
The Halos all have different unlock methods so I would like to know how I can make the player unlock them and tell the datastore that, right now it currently runs off of the roblox BadgeService (Yeah not good or worth it I know).
I’m sure you’ve seen this before after watching those tutorials. What I’ve done is that I’ve added a table into the ProfileTemplate, this table will include all unlocked halos.
-- Updating the template will not include missing template values
-- in existing player profiles!
local ProfileTemplate = {
UnlockedHalos = {}
}
----- Loaded Modules -----
local ProfileService = require(game.ServerScriptService.ProfileService)
----- Private Variables -----
local Players = game:GetService("Players")
local ProfileStore = ProfileService.GetProfileStore(
"PlayerData",
ProfileTemplate
)
local Profiles = {} -- [player] = profile
local function PlayerAdded(player)
local profile = ProfileStore:LoadProfileAsync("Player_" .. player.UserId)
if profile ~= nil then
profile:AddUserId(player.UserId) -- GDPR compliance
profile:Reconcile() -- Fill in missing variables from ProfileTemplate (optional)
profile:ListenToRelease(function()
Profiles[player] = nil
-- The profile could've been loaded on another Roblox server:
player:Kick()
end)
if player:IsDescendantOf(Players) == true then
Profiles[player] = profile
-- A profile has been successfully loaded:
DoSomethingWithALoadedProfile(player, profile)
else
-- Player left before the profile loaded:
profile:Release()
end
else
-- The profile couldn't be loaded possibly due to other
-- Roblox servers trying to load this profile at the same time:
player:Kick()
end
end
----- Initialize -----
-- In case Players have joined the server earlier than this script ran:
for _, player in ipairs(Players:GetPlayers()) do
task.spawn(PlayerAdded, player)
end
----- Connections -----
Players.PlayerAdded:Connect(PlayerAdded)
Players.PlayerRemoving:Connect(function(player)
local profile = Profiles[player]
if profile ~= nil then
profile:Release()
end
end)
To add a halo to the player you could use a function like this:
local function UnlockHalo(player, halo)
local profile = Profiles[player] --get the players dataprofile
if profile then
local HalosTable = profile.Data.UnlockedHalos --get the table with the unlocked halos
table.insert(HalosTable, halo) --add the halo to this table
end
end
When you want a player to unlock a halo simply call that function
To get the players unlocked halos you could make a function like this:
local function GetPlayerHalos(player)
local profile = Profiles[player]
if profile then
return(profile.Data.UnlockedHalos) --return the table of unlocked halos
end
end
You can call these 2 functions for example after triggering a remote event, simply add them in your datahandler script and connect them to a remote or bindable event
Thank you, this definitely helps me to understand the basics a lot more and I feel confident I’ll be able to get what I need done from here.
I appreciate the guidance definitely the best I’ve received!
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