#My data is not working!

1 messages · Page 1 of 1 (latest)

royal matrix
#

So, I have been working for a week now on a game based off CookieRun: Kingdom. In the game you are to collect cookies and fight in a seperate game, the battleground itself. When i try transferring, though, it does not transfer my data. ill send my 3 scripts below.

#

local TeleportService = game:GetService("TeleportService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")

local player = Players.LocalPlayer
local teleportData = TeleportService:GetLocalPlayerTeleportData()

if teleportData and teleportData.EquippedCookie then
local equippedCookie = teleportData.EquippedCookie
print("✅ Found cookie from teleport:", equippedCookie)

local remote = ReplicatedStorage:WaitForChild("CookieTeleported")
remote:FireServer(equippedCookie)

else
warn("❌ No teleport data found for player:", player.Name)
end

this is the local script that i use to retrieve data.

#

game.ReplicatedStorage.CookieTeleported.OnServerEvent:Connect(function(player, cookie)
if cookie then
player:SetAttribute("EquippedCookie", cookie)
print("✅", player.Name, "arrived with cookie:", cookie)

    -- Optional: morph them immediately
    local MorphModule = require(game.ReplicatedStorage:WaitForChild("MorphModule"))
    MorphModule.Morph(player, cookie)
else
    warn("❌ No cookie received for player", player.Name)
end

end)
this is the server script i use to retrieve data

#

local Players = game:GetService("Players")
local TeleportService = game:GetService("TeleportService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MaxPlayersPerMatch = 12
local CountdownTime = 20

local matchmakingQueue = {}
local countdownRunning = false
local teleportInProgress = false

-- Create RemoteEvent to join matchmaking
local joinMatchmaking = Instance.new("RemoteEvent")
joinMatchmaking.Name = "JoinMatchmaking"
joinMatchmaking.Parent = ReplicatedStorage

joinMatchmaking.OnServerEvent:Connect(function(player)
if teleportInProgress then return end
if table.find(matchmakingQueue, player) then return end

table.insert(matchmakingQueue, player)
print(player.Name .. " joined matchmaking! ("..#matchmakingQueue.." in queue)")

if #matchmakingQueue >= 1 and not countdownRunning then
    countdownRunning = true
    print("⏳ Starting countdown...")

    for i = CountdownTime, 1, -1 do
        wait(1)
        if #matchmakingQueue >= MaxPlayersPerMatch then
            break
        end
    end
    if #matchmakingQueue >= 2 then
        local playersToTeleport = {}

        for i = 1, math.min(#matchmakingQueue, MaxPlayersPerMatch) do
            table.insert(playersToTeleport, matchmakingQueue[i])
        end
        -- Remove teleported players from queue
        for _, p in ipairs(playersToTeleport) do
            table.remove(matchmakingQueue, table.find(matchmakingQueue, p))
        end
#

-- 🧠 CREATE TELEPORT DATA
local teleportData = {}
for _, player in ipairs(playersToTeleport) do
local cookie = player:GetAttribute("EquippedCookie")
if cookie then
teleportData[player.UserId] = {
EquippedCookie = cookie
}
print("✔️ Sending", player.Name, "with cookie:", cookie)
else
warn("⚠️ Player", player.Name, "has no EquippedCookie attribute!")
end
end

        -- 🚪 Teleport to reserved battle server
        teleportInProgress = true
        local matchPlaceId = 104903663199299
        local reservedCode = TeleportService:ReserveServer(matchPlaceId)

        local success, err = pcall(function()
            TeleportService:TeleportToPrivateServer(matchPlaceId, reservedCode, playersToTeleport, nil, teleportData)
        end)

        if not success then
            warn("🚨 Teleport failed:", err)
        end

        teleportInProgress = false
        countdownRunning = false
    else
        countdownRunning = false
    end
end

end)

-- Remove player from queue if they leave
Players.PlayerRemoving:Connect(function(player)
local index = table.find(matchmakingQueue, player)
if index then
table.remove(matchmakingQueue, index)
end
end)

#

that is the sending data.

wanton halo
#

AI ahhh code

#

anyways

#

i need colors

#

im autistic

#

-- 🧠 CREATE TELEPORT DATA
            local teleportData = {}
            for _, player in ipairs(playersToTeleport) do
                local cookie = player:GetAttribute("EquippedCookie")
                if cookie then
                    teleportData[player.UserId] = {
                        EquippedCookie = cookie
                    }
                    print("✔️ Sending", player.Name, "with cookie:", cookie)
                else
                    warn("⚠️ Player", player.Name, "has no EquippedCookie attribute!")
                end
            end

            -- 🚪 Teleport to reserved battle server
            teleportInProgress = true
            local matchPlaceId = 104903663199299
            local reservedCode = TeleportService:ReserveServer(matchPlaceId)

            local success, err = pcall(function()
                TeleportService:TeleportToPrivateServer(matchPlaceId, reservedCode, playersToTeleport, nil, teleportData)
            end)

            if not success then
                warn("🚨 Teleport failed:", err)
            end

            teleportInProgress = false
            countdownRunning = false
        else
            countdownRunning = false
        end
    end
end)

-- Remove player from queue if they leave
Players.PlayerRemoving:Connect(function(player)
    local index = table.find(matchmakingQueue, player)
    if index then
        table.remove(matchmakingQueue, index)
    end
end)

#

shit

#

why no color

#

lua ```
-- 🧠 CREATE TELEPORT DATA
local teleportData = {}
for _, player in ipairs(playersToTeleport) do
local cookie = player:GetAttribute("EquippedCookie")
if cookie then
teleportData[player.UserId] = {
EquippedCookie = cookie
}
print("✔️ Sending", player.Name, "with cookie:", cookie)
else
warn("⚠️ Player", player.Name, "has no EquippedCookie attribute!")
end
end

        -- 🚪 Teleport to reserved battle server
        teleportInProgress = true
        local matchPlaceId = 104903663199299
        local reservedCode = TeleportService:ReserveServer(matchPlaceId)

        local success, err = pcall(function()
            TeleportService:TeleportToPrivateServer(matchPlaceId, reservedCode, playersToTeleport, nil, teleportData)
        end)

        if not success then
            warn("🚨 Teleport failed:", err)
        end

        teleportInProgress = false
        countdownRunning = false
    else
        countdownRunning = false
    end
end

end)

-- Remove player from queue if they leave
Players.PlayerRemoving:Connect(function(player)
local index = table.find(matchmakingQueue, player)
if index then
table.remove(matchmakingQueue, index)
end
end)

#

someone help

#

-- 🧠 CREATE TELEPORT DATA
            local teleportData = {}
            for _, player in ipairs(playersToTeleport) do
                local cookie = player:GetAttribute("EquippedCookie")
                if cookie then
                    teleportData[player.UserId] = {
                        EquippedCookie = cookie
                    }
                    print("✔️ Sending", player.Name, "with cookie:", cookie)
                else
                    warn("⚠️ Player", player.Name, "has no EquippedCookie attribute!")
                end
            end

            -- 🚪 Teleport to reserved battle server
            teleportInProgress = true
            local matchPlaceId = 104903663199299
            local reservedCode = TeleportService:ReserveServer(matchPlaceId)

            local success, err = pcall(function()
                TeleportService:TeleportToPrivateServer(matchPlaceId, reservedCode, playersToTeleport, nil, teleportData)
            end)

            if not success then
                warn("🚨 Teleport failed:", err)
            end

            teleportInProgress = false
            countdownRunning = false
        else
            countdownRunning = false
        end
    end
end)

-- Remove player from queue if they leave
Players.PlayerRemoving:Connect(function(player)
    local index = table.find(matchmakingQueue, player)
    if index then
        table.remove(matchmakingQueue, index)
    end
end)

#

there we go

#

okay after

#

consulting

#

with profound proffesor

#

Dr. Suggon Deez Nuts

#

i have came to the conclusion that

#

chat gpt made correct code

royal matrix