It is a server script, it works for you maybe it is something outside the function,
local nameData = game:GetService("DataStoreService"):GetDataStore("NameData")
local itemKey = "CurrentItems"
local name = nil
local callTasks = game.ServerStorage.CallForTasks
local callPrems = game.ServerStorage.CallForPrems
local UpdateDataName = game.ServerStorage.UpdateDataName
local callData = game.ReplicatedStorage.CallData
local bTask1 = nil
local bTask2 = nil
local bTask3 = nil
local pTask1 = nil
local pTask2 = nil
local pTask3 = nil
local bComplete1 = nil
local bComplete2 = nil
local bComplete3 = nil
local pComplete1 = nil
local pComplete2 = nil
local pComplete3 = nil
TimeWait = false
local dataName = UpdateDataName:Invoke()
print(dataName)
function onNameNil()
if nameData:GetAsync(itemKey) == nil then
print("Changing Item Data")
local tasksTable = callTasks:Invoke()
local premiumTasksTable = callPrems:Invoke()
nameData:SetAsync(itemKey, {tasksTable[1], tasksTable[2], tasksTable[3], premiumTasksTable[1], premiumTasksTable[2], premiumTasksTable[3]})
end
end
onNameNil()
local data = game:GetService("DataStoreService"):GetDataStore(dataName)
print(data)
function onPlayerJoin(player)
print("1")
--[[
local timeKey = "user_" .. player.userId .. "_time"
local tasksKey = "user_" .. player.userId .. "_Tasks"
local completeKey = "user_" .. player.userId .. "_Complete"
if data:GetAsync(timeKey) == nil then
data:SetAsync(timeKey, true)
data:SetAsync(tasksKey, {0,0,0,0,0,0})
data:SetAsync(completeKey, {false,false,false,false,false,false})
end
print("2")
local dataStats = nil
local dataStats2 = nil
local success, err = pcall(function()
dataStats = data:GetAsync(tasksKey)
dataStats2 = data:GetAsync(completeKey)
end)
if success then
print("Successfully Got " .. player.Name .. "'s Data!")
else
repeat
warn("Retrying, count:", "\nError:", err)
wait(7)
success, err = pcall(function()
dataStats = data:GetAsync(tasksKey)
dataStats2 = data:GetAsync(completeKey)
end)
until success
end
print("3")
if dataStats[1] == nil then
data:SetAsync(tasksKey, {0,0,0,0,0,0})
data:SetAsync(completeKey, {false,false,false,false,false,false})
end
bTask1 = dataStats[1]
bTask2 = dataStats[2]
bTask3 = dataStats[3]
pTask1 = dataStats[4]
pTask2 = dataStats[5]
pTask3 = dataStats[6]
bComplete1 = dataStats2[1]
bComplete2 = dataStats2[2]
bComplete3 = dataStats2[3]
pComplete1 = dataStats2[4]
pComplete2 = dataStats2[5]
pComplete3 = dataStats2[6]
print("4")
TimeWait = true
local function CallData(player, number)
print("Recieved")
repeat
wait(1)
print("Waiting")
until TimeWait == true
print(bTask1,bTask2,bTask3,pTask1,pTask2,pTask3,bComplete1,bComplete2,bComplete3,pComplete1,pComplete2,pComplete3)
if number == 1 then
return bTask1, bComplete1
elseif number == 2 then
return bTask2, bComplete2
elseif number == 3 then
return bTask3, bComplete3
elseif number == 4 then
return pTask1, pComplete1
elseif number == 5 then
return pTask2, pComplete2
elseif number == 6 then
return pTask3, pComplete3
else
return "ERROR"
end
end
callData.OnServerInvoke = CallData
local folder = Instance.new("Folder")
folder.Name = "TaskFolder"
folder.Parent = player
--]]
end
game.Players.PlayerAdded:Connect(onPlayerJoin)
print("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA")
would anything before that create an issue?
(that is the whole script before the function)