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Is it possible to store a boolean value in datastore?

Asked by
Bman8765 270 Moderation Voter
10 years ago

I was just curious, is is possible to store a boolean value in a datastore (Like true, or false). I wanted to check to see if a player was new but I don't know if it would be possible to do this with true or false. Thanks, below is my current loading script (does use gui's) kinda random but just something to show you guys so I don't get in trouble for not showing current projects:

----------------------------------------------------------------------------------------------------
--Insert VARIABLES Below
----------------------------------------------------------------------------------------------------
local DataStore = game:GetService("DataStoreService"):GetDataStore("Money") 
local Player = script.Parent.Parent.Parent
repeat wait() until game.Players[Player.Name].PlayerGui.MainScreen
local info = script.Parent.Info
local loadinginfo = script.Parent.LoadingScreen.LoadingInfo
loadingstats = script.Parent.LoadingScreen.LoadingBar.LoadingStats
local statsloaded = script.Parent.StatsLoaded
----------------------------------------------------------------------------------------------------
info.Visible = false

if statsloaded.Value == false then
    statsloaded.Value = true
    repeat wait() until game.Players[Player.Name].PlayerGui.MainScreen
    loadinginfo.Text = "Loading Player Stats"
    local PlayerKey = "user_" .. Player.userId --// Never use the player's name as a key.
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    local money = game.Players[Player.Name].PlayerGui.MainScreen.Money 
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    money.Value = DataStore:GetAsync(PlayerKey) --// Retrieving the value of the saved key.
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadinginfo.Text = "Loading Images"
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadinginfo.Text = "Finishing up"
    wait(1)
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    wait(1)
    loadingstats.Size = loadingstats.Size + UDim2.new(0.1,0,0,0)
    loadinginfo.Text = "Stats and images loaded"
    wait(2)
    script.Parent.LoadingScreen:Destroy()
    info.Visible = true
elseif statsloaded.Value == true then
    info.Visible = true
end

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Answered by
BlueTaslem 18071 Moderation Voter Administrator Community Moderator Super Administrator
10 years ago

I haven't done it before, but I believe the answer is yes.


If not, there's a few facts that keep this convenient.

In the event that a key hasn't yet been made, GetAsync returns nil.

nil is falsey, so if you use it with if, it will fail the condition just like false; if you store any other value (except false) it will pass the condition.

if store:GetAsync("visited") then
    -- They visited before
else
    -- Have not visited before
end

store:SetAsync("visited", true)

-- If booleans for some reason don't work, instead use
store:SetAsync("visited", "hasvisited") -- (Or any other value)
-- (and the if remains the same)
0
It stores booleans, thanks! Bman8765 270 — 10y
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