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| 02 Jul 2014 07:41 AM |
if player.DataReady then player:DeleteData() end
There needs to be a method to delete all data persistence for a player, or at least a method that lets you choose what data you need to delete, like:
if player.DataReady then player:DeleteData(stat.Value) end
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ThaneDev
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| Joined: 08 Apr 2009 |
| Total Posts: 1600 |
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| 02 Jul 2014 08:10 AM |
| Yea, and if they do it for DataPersistance, which they most likely wont, because it's outdated, and they want you to use DataStores. Then they'd do it for DataStores. |
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| 02 Jul 2014 10:24 AM |
| Data Persistence isn't really outdated. DataStores can do things Data Persistence won't do, and Data persistence can do things DataStore can't do. |
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DataStore
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| Joined: 07 Feb 2012 |
| Total Posts: 8540 |
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| 02 Jul 2014 12:10 PM |
@TheBoy, And what exactly can data persistence do that datastores cannot?
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| 02 Jul 2014 12:14 PM |
This would be a good idea.. But can't you just over-wright the save and save nil? Or will there be an error for that. |
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| 02 Jul 2014 12:48 PM |
| @data Save and load Instances. |
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DataStore
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| Joined: 07 Feb 2012 |
| Total Posts: 8540 |
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| 02 Jul 2014 01:36 PM |
@TheBoy, You can save and load instances with a datastore aswell, just not directly. |
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aka303
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| Joined: 25 May 2012 |
| Total Posts: 2063 |
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| 02 Jul 2014 01:46 PM |
Yes, it is just more complicated to load and save instances with DataStore. also, you could simply save a key as "nil."
"I'm sorry" and "my bad" mean the same thing. Except at funerals. |
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Hydrablox
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| Joined: 03 Nov 2009 |
| Total Posts: 1874 |
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| 02 Jul 2014 01:49 PM |
| Yeah you can encode these instances but they should allow us to save instances as well, because you can reach that 2^16 limit very easily when working with a lot of instances. |
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