This was added to the brick and tested but didn't work.
local Trigger = script.Parent
function debounce(func)
local isRunning = false
return function(...)
if not isRunning then
isRunning = true
func(...)
isRunning = false
end
end
end
function getPlayer(Part)
local Humanoid = Part.Parent:FindFirstChild('Humanoid')
if (Humanoid ~= nil) then
local Character = Humanoid.Parent
if (Character ~= nil) then
return game:GetService('Players'):GetPlayerFromCharacter(Character)
end
end
end
function _savePlace(player)
game:GetService(“AssetService”):SavePlaceAsync()
end
local savePlace = debounce(_savePlace)
function onTouch(Source)
local player = getPlayer(Source)
if player then
if player.userId > 0 then
local success, error = ypcall(function() savePlace(player) end)
end
end
end
Trigger.Touched:connect(onTouch)
Do I have any problems?

1 comment
Did you check that it's actually enabled for the place? See: http://wiki.roblox.com/index.php?title=Dynamic_place_creation_and_saving