Tries to figure out how send the stats of the server of a universe game the the main 'hub' of the game to show the playercount of each server except when the last player in the server leaves, it does not send anything to the main hub and stays in the datastore as one player in the server which doesnt exist and cannot be joined.
Here's my script :
local MCTC_Servers=game:GetService("DataStoreService"):GetOrderedDataStore("MCTC_MAIN_3") local MCTC_Datastore= game:GetService("DataStoreService"):GetDataStore'MCTC_Uptime_MAIN_3' local Uptime=0 function Send() local PlayerCount=game.Players.NumPlayers local JobId=game.jobId local RawUptime=0 local RefinedUptime local Seconds=Uptime%60 if string.len(Seconds)==1 then RefinedUptime=tostring(math.floor(Uptime/60))..':'..'0'..tostring(Uptime%60) else RefinedUptime=tostring(math.floor(Uptime/60))..':'..tostring(Uptime%60) end warn('Sending the following stats') warn('JobId - '..JobId) warn('Players - '..tostring(PlayerCount)) warn('Uptime - '..RefinedUptime) warn('__________________') MCTC_Datastore:SetAsync(tostring(JobId),RefinedUptime) MCTC_Servers:SetAsync(tostring(JobId),PlayerCount) warn('Stats sent to the Main Hub. (Server - '..tostring(JobId)..')') end function QuickSend() MCTC_Servers:SetAsync(tostring(game.JobId),game.Players.NumPlayers) end game.Players.PlayerAdded:connect(function() Send() end) game.Players.PlayerRemoving:connect(function() QuickSend() Send() end) --Desperate attempt at getting it to try and send quicker with the quick send function while wait(30) do Uptime=Uptime+30 Send() end