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COMMUNITY QUESTION

Leaderboard saving problem? for find the game

I'm trying to make a game with a leaderboard system where once you touch a part you only get a point once. But whenever you rejoin the game it resets and allows you to get it another time. And because of the datastore that is implemented this allows you to get infinite points. Is the a solution to this?

Here are the scripts in the parts

local level = script.Parent

local function level_complete(otherPart)

local player = game.Players:FindFirstChild(otherPart.Parent.Name)

if player then

	local completed_folder = player.completed

	local alreadyCompleted = completed_folder:FindFirstChild(level.Name)

	if not alreadyCompleted then

		local level_name = Instance.new('StringValue')

		level_name.Name = level.Name 

		level_name.Parent = completed_folder

		player.leaderstats.Pogs.Value = player.leaderstats.Pogs.Value + 1

	end

end

end

level.Touched:Connect(level_complete)

Here is the script in the datastore

local dataStoreService = game:GetService("DataStoreService") local leaderstatsDataStore = dataStoreService:GetGlobalDataStore("leaderstats")

local loaded = {}

game.Players.PlayerAdded:connect(function(player) local leaderstats = player:WaitForChild("leaderstats") if player.UserId > 0 and player.Parent then local leaderstatsData = leaderstatsDataStore:GetAsync(player.UserId) if leaderstatsData ~= "Request rejected" then if leaderstatsData then for i, stat in ipairs(leaderstats:GetChildren()) do local value = leaderstatsData[stat.Name] if value then stat.Value = value end end end loaded[player] = true end end end)

game.Players.PlayerRemoving:connect(function(player) local leaderstats = player:FindFirstChild("leaderstats") if leaderstats then if loaded[player] then local leaderstatsData = {} for i, stat in ipairs(leaderstats:GetChildren()) do leaderstatsData[stat.Name] = stat.Value end leaderstatsDataStore:SetAsync(player.UserId, leaderstatsData) end end loaded[player] = nil end)

Anyway to fix this?

1 comment

0

WHY WON'T MY CODE BLOCK WORK

1 answer

HERE IN A SCRIPT FOR THE DATASTORE

local dataStoreService = game:GetService("DataStoreService") local leaderstatsDataStore = dataStoreService:GetGlobalDataStore("leaderstats")

local loaded = {}

game.Players.PlayerAdded:connect(function(player) local leaderstats = player:WaitForChild("leaderstats") if player.UserId > 0 and player.Parent then local leaderstatsData = leaderstatsDataStore:GetAsync(player.UserId) if leaderstatsData ~= "Request rejected" then if leaderstatsData then for i, stat in ipairs(leaderstats:GetChildren()) do local value = leaderstatsData[stat.Name] if value then stat.Value = value end end end loaded[player] = true end end end)

game.Players.PlayerRemoving:connect(function(player) local leaderstats = player:FindFirstChild("leaderstats") if leaderstats then if loaded[player] then local leaderstatsData = {} for i, stat in ipairs(leaderstats:GetChildren()) do leaderstatsData[stat.Name] = stat.Value end leaderstatsDataStore:SetAsync(player.UserId, leaderstatsData) end end

This is the datastore codeblock loaded[player] = nil end)

2 comments

0

Forget this it never WORKS

0

Do you happen to see a Lua symbol on top of the Answer/Question description? If so, click it, then put your code INSIDE the floppy symbol thing,

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