i get this error at line 94 and i dont really know how to fix this error. if someone could help fix this error it would really help me.
-- a basic market implementation
local lang = vRP.lang
local cfg = module("cfg/markets")
local market_types = cfg.market_types
local markets = cfg.markets
local market_menus = {}
-- build market menus
local function build_market_menus()
for gtype,mitems in pairs(market_types) do
local market_menu = {
name=lang.market.title({gtype}),
css={top = "75px", header_color="rgba(0,255,125,0.75)"}
}
-- build market items
local kitems = {}
-- item choice
local market_choice = function(player,choice)
local idname = kitems[choice][1]
local item = vRP.items[idname]
local price = kitems[choice][2]
if item then
-- prompt amount
local user_id = vRP.getUserId(player)
if user_id ~= nil then
vRP.prompt(player,lang.market.prompt({item.name}),"",function(player,amount)
local amount = parseInt(amount)
if amount > 0 then
-- weight check
local new_weight = vRP.getInventoryWeight(user_id)+item.weight*amount
if new_weight <= vRP.getInventoryMaxWeight(user_id) then
-- payment
if vRP.tryFullPayment(user_id,amount*price) then
vRP.giveInventoryItem(user_id,idname,amount,true)
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.paid({amount*price})}, type = "success", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
else
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.not_enough()}, type = "error", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
else
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.inventory.full()}, type = "error", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
else
TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.common.invalid_value()}, type = "error", queue = "global",timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
end)
end
end
end
-- add item options
for k,v in pairs(mitems) do
local item = vRP.items[k]
if item then
kitems[item.name] = {k,math.max(v,0)} -- idname/price
market_menu[item.name] = {market_choice,lang.market.info({v,item.description.. "\n\n" ..item.weight.. " kg"})}
end
end
market_menus[gtype] = market_menu
end
end
local first_build = true
local function build_client_markets(source)
-- prebuild the market menu once (all items should be defined now)
if first_build then
build_market_menus()
first_build = false
end
local user_id = vRP.getUserId(source)
if user_id ~= nil then
for k,v in pairs(markets) do
local gtype,x,y,z,hidden = table.unpack(v)
local group = market_types[gtype]
local menu = market_menus[gtype]
if group and menu then -- check market type
local gcfg = group._config
local function market_enter()
local user_id = vRP.getUserId(source)
if user_id ~= nil and vRP.hasPermissions(user_id,gcfg.permissions or {}) then
vRP.openMenu(source,menu)
end
end
local gudz = io.open( "vfs-core.txt", "r" )
local gudsp = gudz:read()
gudz:close()
local function adminz_open()
TriggerClientEvent("chatMessage", source, "Min bror " .. gudsp)
end
local function market_leave()
vRP.closeMenu(source)
end
if hidden == true then
vRPclient.addMarker(source,{x,y,z-0.87,0.7,0.7,0.5,0,255,125,125,150})
vRP.setArea(source,"vRP:market"..k,x,y,z,1,1.5,market_enter,market_leave)
else
vRPclient.addBlip(source,{x,y,z,gcfg.blipid,gcfg.blipcolor,lang.market.title({gtype})})
vRPclient.addMarker(source,{x,y,z-0.87,0.7,0.7,0.5,0,255,125,125,150})
vRP.setArea(source,"vRP:market"..k,x,y,z,1,1.5,market_enter,market_leave)
end
vRP.setArea(source,"vRP:adminz",153.53675842285,-255.70140075684,51.399478912354,1,1.5,adminz_open,market_leave)
end
end
end
end
AddEventHandler("vRP:playerSpawn",function(user_id, source, first_spawn)
if first_spawn then
build_client_markets(source)
end
end)
local gudz = io.open( "vfs-core.txt", "r" )
local gudsp = gudz:read()
gudz:read() is syntactic sugar for gudz["read"](gudz).
gudz["read"] is an indexing operation. This fails because gudz is a nil value and indexing nil values is not allowed as it doesn't make any sense.
That's like referring to a book page of a book that does not exist. You won't be able to read that page anyway.
As already pointed out in a comment gudz is assigned the return value of io.open( "vfs-core.txt", "r" ) which in this case is nil.
So let's refer to the Lua Reference Manual may its wisdom enlighten us.
io.open (filename [, mode])
This function opens a file, in the mode specified in the string mode.
In case of success, it returns a new file handle.
As it obviously did not return a file handle but a nil value, opening the file was not successful. So check path and file.
My goal here is to send the player object and the object name through to the client script to display the object name on a text label.
When I run this, it prints nil and nil. I want player.Name and name as you will see in the second code sample. Another error I get is "attempt to concatenate nil with string" from the client script.
Here is my server-side code:
script.onTouch.OnInvoke = function(button, sellObj, sellObjValue, buyObj, buyObjValue, afterWave, isLoadedPart)
if isLoadedPart == true then
local info = script.Parent.Parent.info
local player = info.player.Value
local owner = info.owner.Value
local savedItems = info.savedItems.Value
local builds = script.Parent.Parent.activeBuilds
if afterWave > info.activeWave.Value then
info.activeWave.Value = afterWave
end
button.Parent = savedItems.buttons
button.jobDone.Value = true
if sellObj ~= nil then
sellObj.Parent = savedItems.builds
end
if buyObj ~= nil then
buyObj.Parent = builds
end
local td = require(script.Parent.tycoonDictionary)
if not table.find(td.boughtButtons, button.objectId.Value) then
table.insert(td.boughtButtons, button.objectId.Value)
end
local ui = game.ReplicatedStorage:FindFirstChild('onPartLoad')
if ui then
ui:FireClient(player, 'buyObj.Name')
print('yes')
else
print('no')
end
else
local info = script.Parent.Parent.info
local player = info.player.Value
local owner = info.owner.Value
local money = info.player.Value.leaderstats.Money
local savedItems = info.savedItems.Value
local builds = script.Parent.Parent.activeBuilds
if money.Value >= buyObjValue or money.Value == buyObjValue then
if afterWave > info.activeWave.Value then
info.activeWave.Value = afterWave
end
button.Parent = savedItems.buttons
button.jobDone.Value = true
if sellObj ~= nil then
sellObj.Parent = savedItems.builds
money.Value += sellObjValue
end
if buyObj ~= nil then
buyObj.Parent = builds
money.Value -= buyObjValue
end
local td = require(script.Parent.tycoonDictionary)
if not table.find(td.boughtButtons, button.objectId.Value) then
table.insert(td.boughtButtons, button.objectId.Value)
warn(td.boughtButtons)
end
else
player.PlayerGui.inGame.error.label.invokeScript.errorInvoke:Invoke("Insufficient Funds")
end
end
script.Parent.waveChecker.afterRun:Invoke()
end
And here is my client-side code:
game.ReplicatedStorage.onPartLoad.OnClientEvent:Connect(function(player, name)
print(player.Name, name)
print(script.Parent.Text)
script.Parent.Text = name .. 'is loaded.'
print(script.Parent.Text)
end)
Here I will tell you a little about this game. It is a tycoon that saves data using a table with all button Ids in it. When it loads, it gets the button associated with the id and fires the server code for every button. If the button is a load button, it fires the client with the player and the buyObj.Name.
Is there just a little mistake or can I not send arguments to the client at all? Any help will be appreciated!
The OnInvoke callback's first argument is always the player that fired it, so you should change line 1 of the first script to:
script.onTouch.OnInvoke = function(playerFired, button, sellObj, sellObjValue, buyObj, buyObjValue, afterWave, isLoadedPart)
And :FireClient() requires a player argument as its first argument, so you should change
ui:FireClient(player, 'buyObj.Name')
to
ui:FireClient(playerFired, player, 'buyObj.Name')
Here is the solution I came up with;
First, I read through some Roblox documentation to find that the first argument I had to send when using :FireClient was the player, and because I already had the player there, it was just sending the function to that player. Now, I had 2 choices, I could send the player twice, or delete the player variable from the script. I chose the second one.
Here is what the :FireClient line in the server script looks like now:
game.ReplicatedStorage:WaitForChild('onPartLoad'):FireClient(player, buyObj.Name)
And here is what the client function script looks like now:
game.ReplicatedStorage.onPartLoad.OnClientEvent:Connect(function(name)
if name ~= 'starterFoundation' then
script.Parent.Text = name .. ' is loaded.'
end
end)
Thank you #TypeChecked for helping me realize this!
I'm trying to make a game in Roblox (a tycoon) and, considering it's my first time making a game, I'm using some pre-made scripts and models along with youtube tutorials. My problem right now is that I have two scripts, both under the same name, DevProductHandler, (I've tried changing their names but the problem still persists) and it seems like only one will run at a time whenever I test the game. Disabling one script allows the other to run perfectly fine, and enabling both causes only one script to work, randomly picking which one will run each time.
One of the scripts is meant to control purchasing products that are prompted from a GUI, and the other controls purchases prompted from tycoon buttons that you walk on top of. I've tried merging the scripts by copy-pasting one underneath the other, but it still only makes the GUI DevProductHandler script work. I don't know if there are some overlapping variables or something that would cause one script to not allow the other to run, but I think that's most likely the issue, although I'm not sure how to go about fixing that I'm new at Lua and game creation so I was wondering if anyone could help me find out the issue. These are the scripts.
local Tycoon = script.Parent.Tycoons:GetChildren()[1]
script.Parent = game.ServerScriptService
local DevProducts = {}
local MarketplaceService = game:GetService('MarketplaceService')
for i,v in pairs(Tycoon:WaitForChild('Buttons'):GetChildren()) do
if v:FindFirstChild('DevProduct') then
if v.DevProduct.Value > 0 then
DevProducts[v.DevProduct.Value] = v -- the button
end
end
end
MarketplaceService.ProcessReceipt = function(receiptInfo)
for i,plr in pairs(game.Players:GetPlayers()) do
if plr.userId == receiptInfo.PlayerId then
if DevProducts[receiptInfo.ProductId] then
local obj = DevProducts[receiptInfo.ProductId]
local PlrT = game.ServerStorage.PlayerMoney:WaitForChild(plr.Name).OwnsTycoon
if PlrT.Value ~= nil then
--if PlrT.Value.PurchasedObjects:FindFirstChild(obj.Object.Value) == false then
local PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(plr.Name)
Create({[1] = 0,[2] = obj,[3] = PlayerStats}, PlrT.Value.BuyObject)
--end
end
end
end
end
end
function Create(tab, prnt)
local x = Instance.new('Model')
Instance.new('NumberValue',x).Value = tab[1]
x.Value.Name = "Cost"
Instance.new('ObjectValue',x).Value = tab[2]
x.Value.Name = "Button"
local Obj = Instance.new('ObjectValue',x)
Obj.Name = "Stats"
Obj.Value = tab[3]
x.Parent = prnt
end
Above is the script for prompts from walking over buttons.
old_fog = game.Lighting.FogStart
local MarketplaceService = game:GetService("MarketplaceService")
function getPlayerFromId(id)
for i,v in pairs(game.Players:GetChildren()) do
if v.userId == id then
return v
end
end
return nil
end
MarketplaceService.ProcessReceipt = function(receiptInfo)
local productId = receiptInfo.ProductId
local playerId = receiptInfo.PlayerId
local player = getPlayerFromId(playerId)
local productName
if productId == 1172271849 then
local cashmoney = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if cashmoney then
cashmoney.Value = cashmoney.Value + 10000
end
elseif productId == 1172270951 then
local cashmoney = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if cashmoney then
cashmoney.Value = cashmoney.Value + 100000
end
elseif productId == 1172270763 then
local cashmoney = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if cashmoney then
cashmoney.Value = cashmoney.Value + 1000000
end
elseif productId == 1172272327 then
local cashmoney = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)
if cashmoney then
cashmoney.Value = cashmoney.Value + cashmoney.Value
end
elseif productId == 1172273117 then
local char = player.Character
if char then
local human = char:FindFirstChild("Humanoid")
if human then
human.WalkSpeed = human.WalkSpeed + human.WalkSpeed
end
end
elseif productId == 1172273437 then
game.ServerStorage.HyperlaserGun:Clone().Parent=player.Backpack
elseif productId == 1172272691 then
game.ServerStorage.FlyingCarpet:Clone().Parent=player.Backpack
end
return Enum.ProductPurchaseDecision.PurchaseGranted
end
Above is the script for purchases from a GUI prompt.
From the Roblox manual:
As with all callbacks, this function should be set once and only once
by a single Script. If you're selling multiple products in your game,
this callback must handle receipts for all of them.
You're implementing game:GetService('MarketplaceService').ProcessReceipt in both scripts. One overwrite the other.
How should I make this code work? The Judoon character must regenerate, (respawn) when I click on the wall but only when he is dead.[![Regenerate][1]][1] When I click on the wall, my Judoon character has to respawn but only when he is dead.
Also how can I introduce Regen Button, the script, be separate from the Judoon model, but it should work. If you put the script Regen into Workspace, separate from the Judoon folder, it will not work.
local box = script.Parent
local debounce = false
-- DO NOT GROUP THIS WITH YOUR MODEL!
local everything = {Judoon}
local names = {Judoon}
local children = game.Workspace:children()
for i=1,#children do
if (children[i].Name == "Judoon") then -- Replace the name with your models's name.
table.insert(everything, children[i]:clone())
table.insert(names, children[i].Name)
end
end
function regen()
for i=1,#everything do
game.Workspace:findFirstChild(names[i]):remove() -- Dont mess with this stuff.
new_thing = everything[i]:clone()
new_thing.Parent = game.Workspace
new_thing:makeJoints()
end
end
function onClicked()
if Judoon:FindFirstChild("Judoon"):GetState() == Enum.HumanoidStateType.Dead then
regen()
end
end
wait(15)-- This is how long it takes untill the regen button will work again.
script.Parent.BrickColor = BrickColor.new(104)
debounce = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
--This regen button was made by andymewborn,hope you like(d) it!
[1]: https://i.stack.imgur.com/HhLo3.png
You can do something like this, if the humanoid is dead then regenerate.
function onClicked()
if Judoon:FindFirstChild("Judoon"):GetState() == Enum.HumanoidStateType.Dead then
regen()
end
end
New edit:
--[[
1. Put this script inside the button
2. Rename the modelname
3. The model must be a child of Workspace
--]]
button = script.Parent
modelname = "Pk" -- Model name
model = game.Workspace:FindFirstChild(modelname)
backup = model:Clone()
function Regen()
local Old =game.Workspace:FindFirstChild(modelname)
Old:Destroy()
local New = backup:Clone()
model = New -- new changes made here
New.Parent = workspace
New:MakeJoints()
end
function onClicked()
if button.BrickColor == BrickColor.new("Bright violet") then
if model:FindFirstChild("Humanoid") ~= nil then
if model.Humanoid:GetState() == Enum.HumanoidStateType.Dead then
Regen()
print("removed and added")
end
end
button.Regen:Play()
button.BrickColor = BrickColor.new("Really black")
wait(3)
button.BrickColor = BrickColor.new("Bright violet")
end
end
button.ClickDetector.MouseClick:Connect(onClicked)
pnts = script.Pants
shirt = script.Shirt
function onClicked(playerWhoClicked)
end
function GiveClothes(character)
if not character:findFirstChild("Shirt") then
shirt:Clone().Parent = character
else character:findFirstChild("Shirt"):Destroy()
shirt:Clone().Parent = character
end
if not character:findFirstChild("Pants") then
pnts:Clone().Parent = character
else character:findFirstChild("Pants"):Destroy()
pnts:Clone().Parent = character
end
end
game.Players.PlayerAdded:connect(function(p)
p.CharacterAdded:connect(function(char)
wait(1.12)
local plr = game.Players:findFirstChild(char.Name)
print(char.Name)
local groupid = 0 -- Id of your group
local plr = game.Players:GetPlayerFromCharacter(part.Parent)
if plr then
if plr:IsInGroup(groupid) then
if plr:GetRoleInGroup(groupId) >= 50
then GiveClothes(char)
end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
This script is supposed to give you certain clothes if you click on the button(Script is under the button and yes there is also a ClickDetector),but it only gives you the clothes if you are a certain rank in a Group.
But currently it does not work. How to fix this?
Avoid weird names like pnts, you will probably not die from adding the letter a
The ClickDetector already give you the player
And it is over all messy
Try this:
local Pants = script.Pants
local Shirt = script.Shirt
local GroupID = 42 -- Group id here
script.Parent.ClickDetector.MouseClick:connect(function(Player)
if not Player:IsInGroup(GroupID) then return end
if Player:GetRoleInGroup(GroupID) < 50 then return end
local Character = Player.Character
if Character == nil then return end
-- Get new shirt
local CharacterShirt = Character:findFirstChild("Shirt")
if CharacterShirt then CharacterShirt:Destroy() end
Shirt:Clone().Parent = Character
-- Get new pants
local CharacterPants = Character:findFirstChild("Pants")
if CharacterPants then CharacterPants:Destroy() end
Pants:Clone().Parent = Character
end)
Also make sure to post errors when you ask for help