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ROBLOX Forum » Game Creation and Development » Scripters
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Re: paying for stat saving script

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ScriptMine is not online. ScriptMine
Joined: 10 Dec 2016
Total Posts: 408
29 May 2017 09:15 PM
a 100% fullproof stat saving script that saves your things even when the game shuts down and DOESNT break


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KamikazeShard is online. KamikazeShard
Joined: 23 Jul 2013
Total Posts: 292
29 May 2017 09:23 PM
What do you mean by "things"?
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vexieh is not online. vexieh
Joined: 22 Oct 2009
Total Posts: 3468
29 May 2017 09:33 PM
If you shutdown the game, then you can't save any unsaved data.


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PriceBoys is not online. PriceBoys
Joined: 04 Nov 2012
Total Posts: 298
29 May 2017 09:36 PM
253 people are playing your game O_o
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ScriptMage is not online. ScriptMage
Joined: 10 Dec 2016
Total Posts: 671
29 May 2017 10:52 PM
so playerleaving wont work if i shut down the game?


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badguy1233 is not online. badguy1233
Joined: 23 Jul 2009
Total Posts: 885
29 May 2017 10:56 PM
^no
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ScriptMage is not online. ScriptMage
Joined: 10 Dec 2016
Total Posts: 671
29 May 2017 11:03 PM
thanks for the info


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badguy1233 is not online. badguy1233
Joined: 23 Jul 2009
Total Posts: 885
29 May 2017 11:08 PM
One way you COULD work around this though

Save every time a stat changes, so a server shutdown wouldn't matter
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vexieh is not online. vexieh
Joined: 22 Oct 2009
Total Posts: 3468
29 May 2017 11:09 PM
What are the stats you are saving? Give us a list


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ScriptMage is not online. ScriptMage
Joined: 10 Dec 2016
Total Posts: 671
29 May 2017 11:14 PM
huge list


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fret13103 is not online. fret13103
Joined: 15 Mar 2010
Total Posts: 881
30 May 2017 01:02 AM
Give the list so we actually know if we want to help you or not, and can at least think about how we would tackle the task.
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spinywind is not online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
30 May 2017 02:15 AM
Ill make it how much?


#Code for i,v in pairs do repeat end.
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OhSoMoody is not online. OhSoMoody
Joined: 20 Dec 2015
Total Posts: 139
30 May 2017 02:22 AM
I faced a similar problem to yours, and solved it by:

1) Use Data Store (of course)
2) Inside the Data Store server script, store all values in an array.
3) Client sends any data changes to the array...NOT directly to the Data Store!!
4) The server script will send any array data changes (and ONLY the changes...IF any) to the Data Store...every 15 seconds. Even if the user leaves, the array is already updated. The server will do the saving for you.

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OhSoMoody is not online. OhSoMoody
Joined: 20 Dec 2015
Total Posts: 139
30 May 2017 02:25 AM
In addition to my previous post, that method is also very light on using your Data Store network quota. Even though you save every 15 seconds for all users...because you use an array (with isDirty flags), you will not always write. Only if needed...

I am using this successfully in my game now (below). Works like a charm!!

https://www.roblox.com/games/736427405/Hide-and-Seek-Hyperloop
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badguy1233 is not online. badguy1233
Joined: 23 Jul 2009
Total Posts: 885
30 May 2017 02:28 AM
IntValue.Changed:connect(function()
--save
end)
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OhSoMoody is not online. OhSoMoody
Joined: 20 Dec 2015
Total Posts: 139
30 May 2017 02:34 AM
You can't save all the time for every change...it will blow your Data Store network quota. You need to cache on the server, and write to Data Store from there.
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Disillusions is not online. Disillusions
Joined: 10 Jul 2011
Total Posts: 6365
30 May 2017 04:24 AM
"Client sends any data changes to the array"

No.


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OhSoMoody is not online. OhSoMoody
Joined: 20 Dec 2015
Total Posts: 139
30 May 2017 05:34 AM
Please elaborate. It works perfectly for me.
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Disillusions is not online. Disillusions
Joined: 10 Jul 2011
Total Posts: 6365
30 May 2017 05:45 AM
Don't trust the client.


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LaeMVP is online. LaeMVP
Joined: 24 Jun 2013
Total Posts: 4416
30 May 2017 05:53 AM
BindToClose?
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ForceCyber is not online. ForceCyber
Joined: 06 May 2015
Total Posts: 1086
30 May 2017 06:18 AM
Msg me. I got one.


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OhSoMoody is not online. OhSoMoody
Joined: 20 Dec 2015
Total Posts: 139
30 May 2017 06:19 AM
Dont trust the client? Its the client who sends player data changes as well. With FE enabled and proper client/server architecture, this is perfectly proper.
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