None of them made their work. I’ve been trying making separated places for shutdown and teleporting players there. Doesn’t work as well.
There are no client log errors or anything.
The pictures shows what happens if I will press “Shutdown all servers” button. And yes, I have private servers available.
well player removed from datamodel could be the script or roblox probs the script
an example of this would be
game.Players:ClearAllChildren()
Maybe try using this softshutdown
local TeleportService = game:GetService("TeleportService")
local Players = game:GetService("Players")
if (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then
-- this is a reserved server without a VIP server owner
local m = Instance.new("Message")
m.Text = "This is a temporary lobby. Teleporting back in a moment."
m.Parent = workspace
local waitTime = 5
Players.PlayerAdded:connect(function(player)
wait(waitTime)
waitTime = waitTime / 2
TeleportService:Teleport(game.PlaceId, player)
end)
for _,player in pairs(Players:GetPlayers()) do
TeleportService:Teleport(game.PlaceId, player)
wait(waitTime)
waitTime = waitTime / 2
end
else
game:BindToClose(function()
if (#Players:GetPlayers() == 0) then
return
end
if (game:GetService("RunService"):IsStudio()) then
return
end
local m = Instance.new("Message")
m.Text = "Rebooting servers for update. Please wait"
m.Parent = workspace
wait(2)
local reservedServerCode = TeleportService:ReserveServer(game.PlaceId)
for _,player in pairs(Players:GetPlayers()) do
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player })
end
Players.PlayerAdded:connect(function(player)
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player })
end)
while (#Players:GetPlayers() > 0) do
wait(1)
end
-- done
end)
end
This is an OG kick message. It occurs when the player object is destroyed and can be called from both client and server. A simple game.Players:ClearAllChildren() or player:Destroy() should trigger it. Check if any scripts are messing with the integrity of player objects during the events that the shutdown triggers.