Sorry for the bad English, It's not my native language. I'm trying to do a obby,and for that i wanted to do a checkpoint that saves after the player exits the map. To do that,I researched on some websites.I found two old scripts and the official roblox site that explained the data store(https://developer.roblox.com/articles/Saving-Player-Data). The problem is that i didn't undestand how to use the data store script,and the old script didn't work anymore. The Data store script
local PlayerStatManager = {} local DataStoreService = game:GetService("DataStoreService") local playerData = DataStoreService:GetDataStore("PlayerData") local sessionData = {} local AUTOSAVE_INTERVAL = 60 function PlayerStatManager:ChangeStat(player, statName, value) assert(typeof(sessionData[playerUserId][statName]) == typeof(value), "ChangeStat error: types do not match") local playerUserId = "Player_" .. player.UserId if typeof(sessionData[playerUserId][statName]) == "number" then sessionData[playerUserId][statName] = sessionData[playerUserId][statName] + value else sessionData[playerUserId][statName] = value end end local function setupPlayerData(player) local playerUserId = "Player_" .. player.UserId local success, data = pcall(function() return playerData:GetAsync(playerUserId) end) if success then if data then -- Data exists for this player sessionData[playerUserId] = data else -- Data store is working, but no current data for this player sessionData[playerUserId] = {Money=0, Experience=0} end else warn("Cannot access data store for player!") end end local function savePlayerData(playerUserId) if sessionData[playerUserId] then local success, err = pcall(function() playerData:SetAsync(playerUserId, sessionData[playerUserId]) end) if not success then warn("Cannot save data for player!") end end end local function saveOnExit(player) local playerUserId = "Player_" .. player.UserId savePlayerData(playerUserId) end local function autoSave() while wait(AUTOSAVE_INTERVAL) do for playerUserId, data in pairs(sessionData) do savePlayerData(playerUserId) end end end spawn(autoSave) game.Players.PlayerAdded:Connect(setupPlayerData) game.Players.PlayerRemoving:Connect(saveOnExit) return PlayerStatManager
The two old scripts
function oa(object) local player = game.Players:playerFromCharacter(object) if player ~= nil then local ls = player.leaderstats local sl = game.Workspace:FindFirstChild(ls.Stage.Value) print("obby") object.Torso.CFrame = object.Torso.CFrame + Vector3.new(0,3,0) wait() object.Torso.CFrame = sl.CFrame + Vector3.new(0,3,0) end end function oe(object) if object.className == "Player" then local ack = Instance.new("IntValue") ack.Name = "leaderstats" local ack2 = Instance.new("IntValue") ack2.Name = "Stage" ack2.Value = 1 ack2.Parent = ack ack.Parent = object end end game.Players.ChildAdded:connect(oe) game.Workspace.ChildAdded:connect(oa)
this one goes on the block.
function ot(hit) if hit.Parent ~= nil then local player = game.Players:playerFromCharacter(hit.Parent) if player ~= nil then if player.leaderstats.Stage.Value == script.Parent.Name - 1 then local h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil then if h.Health ~= 0 then player.leaderstats.Stage.Value = script.Parent.Name end end end end end end script.Parent.Touched:connect(ot)
when the old ones run appears the error Torso is not a valid member of Model,so I think the problem is that i'm running the script on R15,so i tried changing the Torso to Humanoid RootPart,But i don't know how to put the HumanoidRootPart in the script since it's not in the StarterCharacterScripts or StarterPlayerScripts So I wanted to know how to use the data store script and how to fix the old scripts,or just a better way to do a checkpoint that saves after the player exits.
this is the script
local datastore = game:GetService("DataStoreService") local ds1 = datastore:GetDataStore("GemSaveSystem") game.Players.PlayerAdded:connect(function(plr) local folder = Instance.new("Folder", plr) folder.Name = "leaderstats" local stage = Instance.new("IntValue", folder) stage.Name = "Stage" stage.Value = ds1:GetAsync(plr.UserId) or 1 ds1:SetAsync(plr.UserId, stage.Value) stage.Changed:connect(function() ds1:SetAsync(plr.UserId, stage.Value) end) end)
put the script in Workspace