I have a script that saves player's data but, it only saves Kills not money or units. When I tested this in game with someone else this bug didn't happen only when I was alone (No, it wasn't in studio test mode, it was in game), so I guess what causes this is the server ends before the script can save the player's data. How do I fix this??
game.Players.PlayerRemoving:connect(function(plrleaving)
local success, message = pcall(function()
local PlayerKey = "user_"..plrleaving.userId
local data = game.ServerStorage.SAVEDDATA[plrleaving.Name]
KillsData:SetAsync(PlayerKey, data.Kills.Value)
MoneyData:SetAsync(PlayerKey, data.Money.Value)
local units = {}
for number, unit in pairs (data.Units:GetChildren()) do
units[number] = unit.Value
end
UnitData:SetAsync(PlayerKey, units)
data:Destroy()
end)
if not success then
print("An error occurred with saving "..plrleaving.Name.."'s data!")
end
end)
