3DReality
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| Joined: 08 Mar 2015 |
| Total Posts: 150 |
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| 06 Apr 2016 11:08 AM |
game.Players.PlayerAdded:connect(function(p) p:WaitForDataReady() local PR = p:LoadInstance("Saves") if PR then PR.Parent = p end end)
game.Players.PlayerRemoving:connect(function(plr) local Modelcheck = plr:FindFirstChild("Saves") if Modelcheck then plr:SaveInstance("Folder", plr:FindFirstChild("Saves")) end end)
Am I setting this up correct? I havent used it in awhile and this is how I set it up in a test area of myn. However its not want to save/load correct. I get no error when saving or loading but when I trying accessing the Saves folder I get nil. |
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3DReality
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| Joined: 08 Mar 2015 |
| Total Posts: 150 |
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| 06 Apr 2016 11:16 AM |
| Look if you enjoy DataStore and converting everything into StringValues then thats great. Just saying its bad helps none. |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 06 Apr 2016 11:20 AM |
I highly recommend you use Data Stores instead. Data Persistance has be deprecated for some time now and are prone to many problems. One of the main reasons it is deprecated is because it was prone to data loss. For instance, if a player crashes, poof goodbye that person 5.0 kdr on some fps and he would have to restart all over again. I urge you to try out Data Stores for saving instances.
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3DReality
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| Joined: 08 Mar 2015 |
| Total Posts: 150 |
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| 06 Apr 2016 12:13 PM |
@RecurringNightmare Yes it is. Saying "DataPersistence is bad" Is not helping the problem or finding a solution to it.
@TimeTicks Data Stores cat be used to save instances. The only way I could do it. Is convert everything into stringvalues and convert it back into models ect. How could you do that. Lets say give the player there own home to customize? Were talking about a customized house with furniture that could be all over the place. So just saving a model or in my case a folder. Using Data Persistance is better for what I am trying to do. Also if your saving something as simple as a KDR then yeah use Data Stores
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| 06 Apr 2016 12:22 PM |
| Data Persistence isn't better in any case. You're better off saving string values then cloning models based on which string values the player has or..uh probably BoolValues since they're true/false so you could just search for the models by name of boolvalue then check value |
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error9999
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| Joined: 05 Sep 2009 |
| Total Posts: 1593 |
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| 06 Apr 2016 12:26 PM |
game.Players.PlayerAdded:connect(function(p) p:WaitForDataReady() stats = p:LoadInstance("STAT") if stats then print('Old Player') stats.Parent = game.Players:findFirstChild(p.Name) else print('New Player') -- give the player 'stats' end end)
game.Players.PlayerRemoving:connect(function(p) print('Player Removing') p:WaitForDataReady() getstats = game.Players:FindFirstChild(p.Name):findFirstChild('Stats') if getstats then p:SaveInstance("STAT", getstats) print('Saved Value') end end) |
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3DReality
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| Joined: 08 Mar 2015 |
| Total Posts: 150 |
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| 06 Apr 2016 12:41 PM |
I do not think you are understating my point so I am going to give you a task. @ RecurringNightmare
I want you to save a custom player home. Were talking custom walls,floors,furniture,height,windows,color,material,size Like if the home was a custom build kinda like sims or like Retail Tycoon by Haggie125. Basically a custom built store and there is no model you can just clone from as its all player customization. Ontop of being able to save it. Load it on the plot of land the player owns.
Are you now understanding my point? So in this case Data Persistence would be your best route.
Also thanks @error9999 I will try it out. |
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| 06 Apr 2016 12:42 PM |
| ahh true. i guess you'd have to save its properties too then, wouldn't you |
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