local DS = game:GetService("DataStoreService"):GetDataStore("ALPHA_MALE") game.Players.PlayerAdded:Connect(function(players) --Key local Key = 'ID-' ..players.UserId --Loading Values game.ServerStorage:WaitForChild("Stands") local plrfile = game.ServerStorage.Stands:WaitForChild(players.Name) local STypes = plrfile:WaitForChild("STypes") local SStats = plrfile:WaitForChild("SStats") local CR = STypes:WaitForChild("CR") local LR = STypes:WaitForChild("LR") local Auto = STypes:WaitForChild("Auto") local Bound = STypes:WaitForChild("Bound") local Colony = STypes:WaitForChild("Colo") local Wear = STypes:WaitForChild("Wear") local POW = SStats:WaitForChild("POW") local SPD = SStats:WaitForChild("SPD") local RNG = SStats:WaitForChild("RNG") local DUR = SStats:WaitForChild("DUR") local PER = SStats:WaitForChild("PER") local LER = SStats:WaitForChild("LER") --Table Store local StoringTable = {} --Get Data and Store local Save_Load = DS:GetAsync(Key) --Def Val if Save_Load ~= nil then if #Save_Load >= 1 then print("Has Data") --[[if Save_Load[] ~= nil then --.Value = Save_Load[] --table.insert(StoringTable , Save_Load[]) --end]] if Save_Load[1] ~= nil then CR.Value = Save_Load[1] table.insert(StoringTable , Save_Load[1]) end if Save_Load[2] ~= nil then LR.Value = Save_Load[2] table.insert(StoringTable , Save_Load[2]) end if Save_Load[3] ~= nil then Auto.Value = Save_Load[3] table.insert(StoringTable , Save_Load[3]) end if Save_Load[4] ~= nil then Bound.Value = Save_Load[4] table.insert(StoringTable , Save_Load[4]) end if Save_Load[5] ~= nil then Colony.Value = Save_Load[5] table.insert(StoringTable , Save_Load[5]) end if Save_Load[6] ~= nil then Wear.Value = Save_Load[6] table.insert(StoringTable , Save_Load[6]) end if Save_Load[7] ~= nil then POW.Value = Save_Load[7] table.insert(StoringTable , Save_Load[7]) end if Save_Load[8] ~= nil then SPD.Value = Save_Load[8] table.insert(StoringTable , Save_Load[8]) end if Save_Load[9] ~= nil then RNG.Value = Save_Load[9] table.insert(StoringTable , Save_Load[9]) end if Save_Load[10] ~= nil then DUR.Value = Save_Load[10] table.insert(StoringTable , Save_Load[10]) end if Save_Load[11] ~= nil then PER.Value = Save_Load[11] table.insert(StoringTable , Save_Load[11]) end if Save_Load[12] ~= nil then LER.Value = Save_Load[12] table.insert(StoringTable , Save_Load[12]) end print(Save_Load[1],Save_Load[2],Save_Load[3],Save_Load[4],Save_Load[5],Save_Load[6],Save_Load[7],Save_Load[8],Save_Load[9],Save_Load[10],Save_Load[11],Save_Load[12]) else Save_Load = {} Save_Load[1] = CR.Value CR.Value = nil table.insert(StoringTable , Save_Load[1]) Save_Load[2] = LR.Value LR.Value = nil table.insert(StoringTable , Save_Load[2]) Save_Load[3] = Auto.Value Auto.Value = nil table.insert(StoringTable , Save_Load[3]) Save_Load[4] = Bound.Value Bound.Value = nil table.insert(StoringTable , Save_Load[4]) Save_Load[5] = Colony.Value Colony.Value = nil table.insert(StoringTable , Save_Load[5]) Save_Load[6] = Wear.Value Wear.Value = nil table.insert(StoringTable , Save_Load[6]) Save_Load[7] = POW.Value POW.Value = nil table.insert(StoringTable , Save_Load[7]) Save_Load[8] = SPD.Value SPD.Value = nil table.insert(StoringTable , Save_Load[8]) Save_Load[9] = RNG.Value RNG.Value = nil table.insert(StoringTable , Save_Load[9]) Save_Load[10] = DUR.Value DUR.Value = nil table.insert(StoringTable , Save_Load[10]) Save_Load[11] = PER.Value PER.Value = nil table.insert(StoringTable , Save_Load[11]) Save_Load[12] = LER.Value LER.Value = nil table.insert(StoringTable , Save_Load[12]) print(Save_Load[1],Save_Load[2],Save_Load[3],Save_Load[4],Save_Load[5],Save_Load[6],Save_Load[7],Save_Load[8],Save_Load[9],Save_Load[10],Save_Load[11],Save_Load[12]) DS:SetAsync(Key, StoringTable) end end end) game.Players.PlayerRemoving:Connect(function(players) --Key local Key = 'ID-' ..players.UserId --Loading Vals game.ServerStorage:WaitForChild("Stands") local plrfile = game.ServerStorage.Stands:WaitForChild(players.Name) local STypes = plrfile:WaitForChild("STypes") local SStats = plrfile:WaitForChild("SStats") local CR = STypes:WaitForChild("CR") local LR = STypes:WaitForChild("LR") local Auto = STypes:WaitForChild("Auto") local Bound = STypes:WaitForChild("Bound") local Colony = STypes:WaitForChild("Colo") local Wear = STypes:WaitForChild("Wear") local POW = SStats:WaitForChild("POW") local SPD = SStats:WaitForChild("SPD") local RNG = SStats:WaitForChild("RNG") local DUR = SStats:WaitForChild("DUR") local PER = SStats:WaitForChild("PER") local LER = SStats:WaitForChild("LER") --Saving local DataToSave = { CR.Value, LR.Value, Auto.Value, Bound.Value, Colony.Value, Wear.Value, POW.Value, SPD.Value, RNG.Value, DUR.Value, PER.Value, LER.Value, } DS:SetAsync(Key, DataToSave) end)
It's saving when the person resets or leave the game, but as soon as the server shutdowns the values are no longer saved. I've been told to use SetAsync but it hasn't been working... Can someone help?