#Idek who could possibly help me with this, but it has to do with data saving
9 messages · Page 1 of 1 (latest)
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local RPS = game:GetService("ReplicatedStorage")
local SettingChanged = RPS.SettingChanged
SettingChanged.OnServerEvent:Connect(function(plr, Changed, FOV)
print(Changed)
if Changed == 0 then
if plr.Data.FilmGrainEnabled.Value == true then
plr.Data.FilmGrainEnabled.Value = false
plr.PlayerGui["Film Grain"]["Film Grain"].ImageTransparency = 1
elseif plr.Data.FilmGrainEnabled.Value == false then
plr.Data.FilmGrainEnabled.Value = true
plr.PlayerGui["Film Grain"]["Film Grain"].ImageTransparency = 0.95
end
elseif Changed == 1 then
plr.Data.FOV.Value = FOV
end
end)
game.Players.PlayerAdded:Connect(function(plr)
if game.Players[plr.Name]:WaitForChild("Data").FilmGrainEnabled.Value == true then
plr.PlayerGui["Film Grain"]["Film Grain"].ImageTransparency = 0.95
plr.PlayerGui.Settings.Settings["Main Square"]["Main Frame"].ScrollingFrame["Grain Check"].Text = "✓"
else
plr.PlayerGui["Film Grain"]["Film Grain"].ImageTransparency = 1
plr.PlayerGui.Settings.Settings["Main Square"]["Main Frame"].ScrollingFrame["Grain Check"].Text = ""
end
end)
Server side script
Local Script (In starter gui)
if you know how to help, please try because this is fucking annoying
the issue is for some reason in studio whenever i set the fov to 60 for example, it sets the value of the int value to that which is in a folder under the data store script
but whenever i go into a normal game, my fov always defaultly goes to 0
and i dont fucking know why but the value under that int value breaks
and i have been spending forever trying to do it