RomDino
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| Joined: 04 Jul 2015 |
| Total Posts: 2795 |
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| 10 Mar 2017 11:18 PM |
How do you like when you join the Main Menu (I made the Guis) and I only unlock Chapter 1 and then it teleports you to Chapter 1 (Place) but after you touched a brick and finished the Chapter and teleports you back into the Main Menu and unlocks Chapter 2? Or make changes when you finished the game you unlock the "Extra" button |
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RomDino
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| Joined: 04 Jul 2015 |
| Total Posts: 2795 |
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RomDino
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| Joined: 04 Jul 2015 |
| Total Posts: 2795 |
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galio13
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| Joined: 20 Jul 2011 |
| Total Posts: 842 |
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| 11 Mar 2017 06:22 AM |
>TeleportService >Datastore
Teleport player, when player touches the part, save it like DSS:SetAsync("Chapter1", true) Then teleport player back to menu, make a script checking if Chapter1 is complete (if DSS:GetAsync("Chapter1") == true then) Unlock chapter 2. Etc |
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RomDino
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| Joined: 04 Jul 2015 |
| Total Posts: 2795 |
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| 11 Mar 2017 06:33 AM |
As local script? But what if others people didn't finished chapter 1 but they accidentally got in the server? Do they get the Chapter 2 unlock too? |
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RomDino
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| Joined: 04 Jul 2015 |
| Total Posts: 2795 |
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LeikaZ
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| Joined: 31 Jan 2008 |
| Total Posts: 595 |
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| 11 Mar 2017 08:42 AM |
Make it so BoolValue sets to True when someone passes a chapter
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Oryxide
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| Joined: 09 Jul 2015 |
| Total Posts: 647 |
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| 11 Mar 2017 09:19 AM |
| ScreenGui's are local to the player. So any changes that are made will be for that player only. |
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galio13
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| Joined: 20 Jul 2011 |
| Total Posts: 842 |
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| 11 Mar 2017 10:12 AM |
| @LeikaZ You are somewhat right, but that won't save if he uses teleport service. But, you are right when it comes to boolvalue. You should save it as a boolvalue. local DSS = ########################################################### local PlaceId = 12345678 script.Parent.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then local Player = game.Players:GetPlayerFromCharacter(hit.Parent) local DSS:SetAsync("Chapter1", true) game:GetService("TeleportService"):Teleport(PlaceId, Player) end end) When life gives you lemonade. Give the lemonades back to life! What am I supposed to with lemons? |
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galio13
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| Joined: 20 Jul 2011 |
| Total Posts: 842 |
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| 11 Mar 2017 10:12 AM |
Why does roblox filter when I do DataStore?
When life gives you lemonade. Give the lemonades back to life! What am I supposed to with lemons? |
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| 11 Mar 2017 10:57 AM |
| Maybe if you make the servers for # player only it will ## easy that way you dont have to script that much |
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RomDino
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| Joined: 04 Jul 2015 |
| Total Posts: 2795 |
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| 11 Mar 2017 10:50 PM |
@the_Rottenpotato
The game is 1 player only, bruh...
And you still need to script much. |
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| 11 Mar 2017 10:53 PM |
use a server sided script to store the data like this local Unlocks = { true; --stage [ 1 ] true; --stage [ 2 ] false; --stage [ 3 ] false; --stage [ 4 ] false; --stage [ 5 ] } Unlocks[ 3 ] = true --stage 3 and then use a remote function to get the data from the server
BUT..
MAKE SURE that you are not teleporting them WITHOUT checking if they unlocked it
because the client code can be manipulated and make it available so you should tell the server to teleport them but make sure that the data says they unlocked it |
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| 11 Mar 2017 10:54 PM |
| OR just check if they have it unlocked after they get teleported, and if they do not, kick them from the game or send them back to the main menu |
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