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Re: Saving Items with the use of Data Stores?

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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:07 AM
Anyone know how to save player's items with the use of Data Stores?


I created a working Data Store for an upcoming game that allows me to modify and or add infinite amounts of values to the game, but


I really need to know just how do you make the Data Store's save weapons? Or, how do you make a Data Store save a separate group of Values (which I can use to replicate the weapons)



Am I going to have to make another Data Store specifically for saving player's items while the other Data Store saves important game values?
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:16 AM
helppp
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:19 AM
eqweqweqweqwewe3
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:25 AM
zzzzzzz
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
05 Nov 2015 07:28 AM
well you could have a table saved called "weapons"
it could contain strings for every weapon name the player currently owns
the game could interpret that itself if you code it to, lol

-=Robo=-
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:31 AM
@robocu


I'm not good with loadstring and stuff so I don't really have good understanding of it though, I'll attempt


it would be nice if you could maybe give more info
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
05 Nov 2015 07:33 AM
You wouldn't need loadstring.
I'm confused on what you mean by items. Shouldn't a game have a set cache of weapons? I don't imagine you intend for players to build their own weapons. Is there a chance these weapons will be customized or something, is that the problem?

-=Robo=-
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:34 AM
No no, the weapon's aren't customized it's just weapons.


See what I want is for Player's items to be saved throughout the Universe, like when they leave and rejoin they'll have the items still.


I know how to do this using Data Persistence, but with Data Stores you can't use :SaveInstance()

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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:35 AM
And I suppose they might be customized at one point, but at the moment no.
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CynusRosier is not online. CynusRosier
Joined: 23 Jul 2013
Total Posts: 103
05 Nov 2015 07:36 AM
What I would have done, not necessarily most efficient:

Put all tools in ServerStorage
save tool names
when player enters check his datastiore and load all strings he has there
somethung like that gtg bye
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:38 AM
@Cynus

Yeah that's the problem I don't know how to save and load the weapons.


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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
05 Nov 2015 07:39 AM
Cynus is on the right track.
I'd personally have a folder of weapons under any given instance, and load it with that with the string names of the weapons. There's obviously more organized methods but it should get the job done.

-=Robo=-
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
05 Nov 2015 07:40 AM
ohh, you don't know how to save at all
here's a guide, should help you get how to approach this a little better
http://wiki.roblox.com/index.php?title=Data_store

-=Robo=-
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:42 AM
So in the Data Store script I should have a table that contains the Tool Name of each weapon with the String Name of each weapon as well?


And the problem is I don't actually know how to Save them, like what would I have to do?
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capmun is not online. capmun
Joined: 13 Sep 2015
Total Posts: 161
05 Nov 2015 07:43 AM
@Robo


No, I know how to save Values I already have within the Data Store, I just don't know how to make it Check what the player owns then make it save that and load it when they join
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
05 Nov 2015 07:48 AM
You require the datastore service...
local ds = game:GetService("DataStoreService")
then you get a datastore...
local PlayerData = ds:GetDataStore("PlayerData")
then you can write to it
PlayerData:SetAsync(player.UserId, playerdata)
you can also get it like this
local weapons = PlayerData:GetAsync(player.UserId)

-=Robo=-
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
05 Nov 2015 07:48 AM
i can't write it for you, homie, i'm trying to help as much as i can lol

-=Robo=-
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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
05 Nov 2015 10:35 AM
I wouldn't use the weapons name, instead I would assign an ID to that weapon and save that instead, reason? Integers generally take up less memory than strings.

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fishguy100 is not online. fishguy100
Joined: 16 Feb 2013
Total Posts: 3679
05 Nov 2015 10:37 AM
Premature optimization is the root of all evil, efficiency freak.
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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
05 Nov 2015 10:38 AM
http://www.roblox.com/Forum/ShowPost.aspx?PostID=176998794

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fishguy100 is not online. fishguy100
Joined: 16 Feb 2013
Total Posts: 3679
05 Nov 2015 10:43 AM
You called my code ugly because it used a generic for loop e.e

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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
05 Nov 2015 11:15 AM
That's because it is. ;)

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fishguy100 is not online. fishguy100
Joined: 16 Feb 2013
Total Posts: 3679
05 Nov 2015 11:17 AM
It doesn't make a noticeable difference. It isn't like my table has 1 million elements ,bastard.

Now stop replying
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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
05 Nov 2015 11:19 AM
Heard of something called an "opinion"?

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fishguy100 is not online. fishguy100
Joined: 16 Feb 2013
Total Posts: 3679
05 Nov 2015 11:50 AM
Did you not hear me when I said to not reply?
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