How do I save the data on a leaderboard for example, the amount of points so that when the player rejoins, they still have their amount of points they earned previously. In my game, I made a leaderboard in my playermanager script where I have code on what happens to the player when they join the game(Capture The Flag Game) and what happens when they capture the flag and how it displays on the leaderboard. What do I have to edit in the code to make sure the amount of captures the player makes in the game is saved on the leaderboard so that when they rejoin they have that data of the amount of captures they make still saved on the leaderboard

My Player Manager/Leaderboard Script:

local PlayerManager = {}

-- ROBLOX Services
local Players = game.Players
local PointsService = game:GetService('PointsService')

-- Game services
local Configurations = require(game.ServerStorage.Configurations)
local Events = game.ReplicatedStorage.Events
local ResetMouseIcon = Events.ResetMouseIcon
local TeamManager = require(script.Parent.TeamManager)
local DisplayManager = require(script.Parent.DisplayManager)

-- Local variables
local PlayersCanSpawn = false
local GameRunning = false

-- Local Functions
local function OnPlayerAdded(player)
	-- Setup leaderboard stats
	local leaderstats = Instance.new('Model', player)
	leaderstats.Name = 'leaderstats'
	
	local Captures = Instance.new('IntValue', leaderstats)
	Captures.Name = 'Captures'
	Captures.Value = 0
	
	-- Add player to team
	TeamManager:AssignPlayerToTeam(player)
	
	player.CharacterAdded:connect(function(character)
		character:WaitForChild('Humanoid').Died:connect(function()
			wait(Configurations.RESPAWN_TIME)
			if GameRunning then
				player:LoadCharacter()
			end
		end)
	end)	
	
	-- Check if player should be spawned	
	if PlayersCanSpawn then
		player:LoadCharacter()
	else
		DisplayManager:StartIntermission(player)
	end	

end

local function OnPlayerRemoving(player)
	TeamManager:RemovePlayer(player)
end

-- Public Functions

function PlayerManager:SetGameRunning(running)
	GameRunning = running
end

function PlayerManager:ClearPlayerScores()
	for _, player in ipairs(Players:GetPlayers()) do
		local leaderstats = player:FindFirstChild('leaderstats')
		if leaderstats then
			local Captures = leaderstats:FindFirstChild('Captures')
			if Captures then
				Captures.Value = 0
			end
		end
	end
end

function PlayerManager:LoadPlayers()
	for _, player in ipairs(Players:GetPlayers()) do
		player:LoadCharacter()
	end
end

function PlayerManager:AllowPlayerSpawn(allow)
	PlayersCanSpawn = allow
end

function PlayerManager:DestroyPlayers()
	for _, player in ipairs(Players:GetPlayers()) do
		player.Character:Destroy()
		for _, item in ipairs(player.Backpack:GetChildren()) do
			item:Destroy()
		end
	end
	ResetMouseIcon:FireAllClients()
end

function PlayerManager:AddPlayerScore(player, score)
	player.leaderstats.Captures.Value = player.leaderstats.Captures.Value + score
	local success, message = pcall(function() spawn(function() PointsService:AwardPoints(player.userId, score) end) end)
end

-- Event binding
Players.PlayerAdded:connect(OnPlayerAdded)
Players.PlayerRemoving:connect(OnPlayerRemoving)

return PlayerManager

My datastore My datastore script:

local DSService = game:GetService('DataStoreService'):GetDataStore('Hamburger223232')
game.Players.PlayerAdded:connect(function(plr)

    local uniquekey = 'id-'..plr.userId
    local leaderstats = Instance.new('IntValue',plr)
    local savevalue = Instance.new('IntValue')
    leaderstats.Name = 'leaderstats'
    savevalue.Parent = leaderstats
    savevalue.Name = 'Captures'

    local GetSaved = DSService:GetAsync(uniquekey)
    if GetSaved then
        savevalue.Value = GetSaved[1]
    else
        local NumbersForSaving = {savevalue.Value}
        DSService:SetAsync(uniquekey,NumbersForSaving)


    end
end)

game.Players.PlayerRemoving:connect(function(plr)
    local uniquekey = 'id-'..plr.userId
    local Savetable = {plr.leaderstats.Captures.Value}
    DSService:SetAsync(uniquekey,Savetable)
end)

I tried adding a separate datastore on a different script but it didn't work so I am hoping that I could add some code to this script to make sure the amount of captures the player makes is saved on it so that the player can use its captures to buy things in the game etc.

Thank You And Help is Appreciated

3 comments

0

I can see how you attempted to use AlvinBloxx's code Lmao, But I don't see any ways how this won't work, the script looks fine

0

Only the first script is confusing

0

OK