Of course, I’ll give you a rough example:

When player first receives a wanted level, we can send that information from a client script to the server

local wanted_level = 3 -- let's assume this means 3 stars
TriggerServerEvent("server_store_wanted_level", wanted_level) -- we send the info to the server

Then on the server we have the following

local wanted_levels = {} -- global variable on the server side to hold all wanted levels
RegisterNetEvent("server_store_wanted_level")
AddEventHandler("server_store_wanted_level", function(wanted_level)
    local new_record = {} -- creating a new record
    new_record.player = source -- assigning the player who received the wanted level to our new record
    new_record.wanted_level = wanted_level -- storing the information we received from the client
    table.insert(wanted_levels, new_record)
end)

Now when a player drops, all we have to do is match the player’s ID to the player IDs we have stored on the server (if it exists). If we find a match, we save it to database, otherwise we ignore and don’t do anything.

Just a friendly side note, there are many different ways to fetch, store and save data from a player, I have just given a basic example so you’re able to better understand the concept :slight_smile: