local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")
local DataStoreModule = require(game.ServerStorage.DataStore)
local Local = {}
local Shared = {}
Local.Defaults = {
Health = 100,
Hunger = 100,
Thirst = 100,
Stamina = 100,
PocketBalance = 0,
BankBalance = 0,
Honor = 0,
}
function Shared.OnStart()
Players.PlayerAdded:Connect(function(player)
local dataStore = DataStoreModule.new("Player", player.UserId)
dataStore.StateChanged:Connect(Local.StateChanged)
Local.StateChanged(dataStore.State, dataStore)
print('player added data store created', dataStore.Value)
end)
Players.PlayerRemoving:Connect(function(player)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore ~= nil then dataStore:Destroy() end
print('player removed data store destroyed')
end)
end
function Local.StateChanged(state, dataStore)
while dataStore.State == false do
if dataStore:Open(Local.Defaults) ~= DataStoreModule.Response.Success then task.wait(6) end
print('state changed')
end
end
return Shared
#Problem with Datastore .State being false when trying to change values
1 messages · Page 1 of 1 (latest)
I still can't figure out what the issue could be. dataStore.State seems to be false before updating datastore values. But I'm not sure why
local.statechanged?
It should be throwing error right now
Local table has no state changed signal
Sorry, can you elaborate? I'm not able to understand what I would need to do differently. Right now, the code throws no errors.
This is all I see in my output right now: 19:47:03.102 player added wellness - Server - WellnessService:12 19:47:04.195 player added data store created ▶ {...} - Server - PlayerDataService:27
I'm trying to follow the modular framework outlined in this video: https://www.youtube.com/watch?v=13v62kybV7A
That's why there's Shared and Local tables
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