I am creating a find the __ (like find the markers), and I want to create a system where it saves whether or not you have collected a certain marker (im not making find the markers but ill just use it in this post). However, I want to make a system when saving where it looks through a folder and creates a table/dictionary/whateverworks out of the bool values then gives them to roblox's datastore to save/load
I already did most of what I am trying to achieve, but I am having trouble with the saving and loading in part. First off, for my saving, whenever I try and print it, all the values return as nil, and I am unsure why. For the loading, I honestly do not know how to load in the values equal to what they were when you left.
Any help/tips would be appreciated. Right now, I really do not know how I should go about this.
my current code:
local DataStoreService = game:GetService("DataStoreService")
local myDataStore = DataStoreService:GetDataStore("myDataStore")
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
--Create the bool values
for _, child in ipairs(game.Workspace.MainZone.SpiderHorses:GetChildren()) do
local bool = Instance.new("BoolValue")
bool.Name = child.Name.." Horse"
bool.Parent = player:WaitForChild("leaderstats")
end
local playerUserId = "Player_"..player.UserId
-- Load Data
local data
local success, errormessage = pcall(function()
data = myDataStore:GetAsync(playerUserId)
end)
if success then
--i have no idea how to load in the data from my previous table
end
--
end)
game.Players.PlayerRemoving:Connect(function(player)
local playerUserId = "Player_"..player.UserId
local data = {}
-- Saves values that currently exist.
for _, child in ipairs(player.leaderstats:GetDescendants()) do
table.insert(data, child.Value)
end
local success, errormessage = pcall(function()
myDataStore:SetAsync(playerUserId, data)
end)
if success then
print("Data Successful")
else
print("Nope")
warn(errormessage)
end
end)

2 comments
Just asking are there any errors when you leave the game? If not, were you testing this in studio?
There were no errors, and yes I was testing this in studio.