Yep. This is still occurring. Could this be a Roblox issue? Is it happening in games you have implemented this in as well?
I have this exact problem as well in my game and had it even before I started using the soft shutdown. Players don’t know the server actually shutdown for an update and so they are thinking they’re actually getting kicked for something they did. Did you ever find a fix for this?
I have not found a fix yet. Tried using soft shutdowns in other scripts and it all seems to work fine but the issue is only popping up on the game I’m going go be needing it in. If I don’t figure something out I might make just make a separate post going over the issue.
Sadly this is happening to me, I’m not an experienced scripter and I have no idea how to solve this.
I believe this happens when Roblox detects an exploit such as Synapse, Script-Ware, Jellyfish, or Cheat Engine interferes with the Roblox App on the client-side. However most of the time you get it’s really a false positive. There really isn’t any fix to this but it’s defiantly not something with your module.
Its weird that it’s happening on mobile as well. Hopefully Roblox fixes this sometime soon.
For some reason, when I shutdown the servers, and when it TPs players into the other place, there’s no GUI saying “New update”
I don’t think you understand how helpful this is on so many levels!
Thank you so much for making this!
You must put it in the place of migration in replicated storage
Is there any way to make this reserve ‘public’ servers? After the shutdown I want all players to return to a the same server, but have the server be public so it can continue to fill.
Whenever I published my game, the players or I who were playing the game were never get sent/teleported to the Migration place
I did all the steps correctly, Here’s what I did
- I created a new place called Migration and made that place as empty as possible
- In the main game, I grabbed SoftShutdown2 and placed it to ServerScriptService in there
- I copied my game’s PlaceId and also copied the Migration place’s PlaceID, then I put both of them in the proper place (I copied those IDs from Asset Manager)
- I cloned the SoftShutdown2 script in every place under my experience, placed the SoftShutdownGui under ReplicatedFirst only in the Migration place
With everything correct, and when I try to test it by publishing an update on my game while I’m in a server, nothing’s working, not working as expected.
Do I need Merely’s SoftShutdown to make this system work? or is there a step that I missed? I felt like everything was correct but it was not working as expected, of course, I tried turning on Allow Thrid Party Teleports but it didn’t work either so I decided to remove the system.
I’ll add the system again and do the steps provided by the creator of this topic and the system someday…
Thank you make sure to bookmark it.
This doesn’t seem to work anymore as it just shows the classic "The experience’s developer has temporarliy shut down the experience server. Please try again." It doesn’t teleport anyone at all.
I also get an error in my dev console "ServerScriptService.SoftShutdown2 v1.1:12: Incomplete statement: expected assignment or a function call" I can’t seem to figure out where it’s supossed to expect the assignment or function call.
I didn’t change anything in the script other than StarterPlaceId, MigrationPlaceId and ReserveCharacterPosition.
Let me know if what you did for the og creators script works, I’m having the same issue that you’re having, and I could not get Merly’s to work as well.
Hello im having a error of "ServerScriptService.SoftShutdown2 v1.1:36: attempt to index nil with ‘ReturnPlaceId’ " when im teleported to my softshutdown place. I did setup everything and this place is in my main place.
A lot has changed on the Roblox web backend since the original SoftShutdown was written in 2017. I’m curious - has anyone tried directly teleporting into the same Place ID instead of using the extra reserved server + 30 sec wait? I don’t see any reason why that should be required.
Also, at this point, we’ll automatically keep players together when they rejoin after a Migrate to Latest Update, so no need to do that with reserved server tricks
Why not just automatically rejoin them then? Seems like y’all have all the components in place for a system that skips having the kick message.
You’re correct that it’s a natural next step. We’d like to do that someday, but aren’t currently working on it. Until then, I thought I’d let people in this thread know about some potential improvements
Yep! It works and it teleports players wayyy faster.