Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
1

How can I create a datastore that saves a players progress-?

Asked by 2 years ago

Rest of Title: when the player leaves but loads the data back when they rejoin the game

So my tycoon format and layout is based off of GamerM8's Tycoon Series, I have tried looking at other videos of how to make a data saving datastore and modify it to try and save the tycoon I am using/made. The problem is, is that I don't know how to save and reload like droppers, walls, and stuff.

This is the buying function:

for i,v in pairs(Buttons:GetChildren()) do
    local NewItem = BoughtItems:FindFirstChild(v.Item.Value)
    if NewItem ~= nil then
        Items[NewItem.Name] = NewItem:Clone()
        NewItem:Destroy()
    else
        v.Transparency = 1
        v.CanCollide = false

        v.ButtonPart.BillboardGui.TextLabel.Visible = false

    end
    if v:FindFirstChild("Dependency") then
        coroutine.resume(coroutine.create(function()
            v.ButtonPart.Transparency = 1
            v.ButtonPart.CanCollide = false
            v.ButtonPart.BillboardGui.TextLabel.Visible = false
            if BoughtItems:WaitForChild(v.Dependency.Value, 100000) then
                v.ButtonPart.Transparency = 0
                v.ButtonPart.BillboardGui.TextLabel.Visible = true
                v.ButtonPart.CanCollide = true
            end
        end))
    end
    v.ButtonPart.Touched:Connect(function(hit)
        if hit.Parent:FindFirstChild("Humanoid") then
            local Player = game.Players:GetPlayerFromCharacter(hit.Parent)
            if Values.OwnerValue.Value == Player then
                if v.ButtonPart.CanCollide == true and v.ButtonPart.Transparency == 0 then
                    if Player:WaitForChild("leaderstats").Money.Value >= v.Price.Value then
                        Player.leaderstats.Money.Value -= v.Price.Value
                        Items[v.Item.Value].Parent = BoughtItems
                        v:Destroy()
                    end
                end
            end
        end
    end)
end

And this is my Data saving script (its in the same script)

local DataStoreService = game:GetServices("DataStoreService")

local PlayerData = DataStoreService:GetDataStore("PlayerData")
local UserOwnsTycoon = false
local data = {}

game.Players.PlayerAdded:Connect(function(player)
    UserOwnsTycoon = false
    while true do
        if player.leaderstats.OwnsTycoon == true then
            UserOwnsTycoon = true
            break
        end
    end
    while true do
        if UserOwnsTycoon == true then
            PlayerData:GetAsync(player.UserId)
            data = PlayerData:GetAsync(player.UserId, data)
            -- Don't know why to put here
        end
    end
end)



game.Players.PlayerRemoving:Connect(function(player)
    for i,v in pairs(BoughtItems:GetChildren()) do
        data = v.Name
        PlayerData:SetAsync(player.UserId, player.leaderstats.Money.Value, data) -- Didn't work the first time I tried
    end
end)


This is what the model layout looks like, and the items in "BoughtItems" are not there until you buy them

Can anyone please help me? And last note, this is based off of GamerM8s Tycoon Series.

1 answer

Log in to vote
0
Answered by 2 years ago

maybe change newitem to the localplayers leaderstats and make a model of the tycoon and also include that in the datastore

0
Hey, I recommend watching Gamer8s series so you can know the entire thing so its more understanding if you know the answer to my problem. Joint_Ventures 5 — 2y
Ad

Answer this question