Its returning, attempt to require with invalid arguments...
Too Keep in mind, this worked in another copy of a game. i have one place for testing, and one for usage by players. Now for some reason, My whole framework, and filtering enabled script broke. And quite litterly went haywire. I have one script that consisted of the following:
messages = {
"Shoot Glass To Break it",
"Double Tap R to Quick Reload",
"I can't think of anything"
}
coroutine.resume(coroutine.create(function()
while wait(1) do
for i = 1,#messages do
wait(60)
game.ReplicatedStorage.Filtering.NewChat:FireAllClients(messages[i],Color3.fromRGB(0,255,255))
print('Printed Message')
end
end
end))
For some reason it printed, and repeated to print whenever a player joined the game, "Welcome!".
I deleted this line after scanning 4000 + lines for the word welcome, or atleast wel and nothing showed, Roblox seems buggy.
The data module is called data... Within it is a array (table) being saved as the name data so Data.Data gets you to the array.
The module is stored in a folder named PlayerResources, within the player, and is further put into each player gui.
Filtering enabled is used and Remote Events are used aswell.
Server Script Portion;
script.ReturnData.OnServerEvent:connect(function(Player,Data)
ds1:SetAsync(Player.UserId,require(Data).Data)
end)
Player script portion;
game.ReplicatedStorage.Filtering.RequestData.OnClientEvent:connect(function()
game.Workspace.FEDeploy.ReturnData:FireServer(game.Players.LocalPlayer.PlayerGui.PlayerResources.Data)
end)

4 comments
Is Data a ModuleScript?
Yes, Data itself, aka the first one is a module script, within it is a table array called data.
Weird - I don't see any problems..
Found the problem, inside the module script it is suppose to say the module's name, then the content's, aka data.kills, data.deaths,data.data. Didn't have that there :) Thanks though lol