This error keeps popping up in output, and I'm not sure what I am doing wrong.
Here's the code:
function bullet() --function giving me errors
bullet = Instance.new("Part") --instance
bullet.Size = Vector3.new(1,1,1)
bullet.Position = script.Parent.Position
bullet.Parent = workspace
bullet.Velocity = script.Parent.CFrame.LookVector * 90
bullet.CanCollide = false
--dont think making the script disable then enable after a certain time will work
end
script.Parent.Parent.Activated:Connect(function() --the script is in the handle of the tool
bullet() -- where the error is
--weird thing is, i have made functions like "explode()" that worked just like this and did not have any errors
--pretty sure this is a roblox problem, but i am not sure
--someone help
end)
the error: "Workspace.Tool.Handle.Script:12: attempt to call a Instance value"
--pretty sure this is a roblox problem, but i am not sure
Not the cause is your code.
You define a global function named bullet
function bullet()
-- more code
end
The first thing you do in that function is
bullet = Instance.new("Part")
Doing that you assign the return value of Instance.new("Part") to bullet.
Let's call function bullet the first time bullet()
Now the function is executed and bullet becomes an Instance. It is not a function anymore.
If we now call bullet a second time we get the error
"Workspace.Tool.Handle.Script:12: attempt to call a Instance value"
So bullet basically overwrites itself so it can not be called a second time.
Just use different names to avoid this. Then you should think about the scope. If you want to create a new bullet every time you call bullet you need to make the Intance value local as you would otherwise overwrite the same global bullet every time you call the function.
Try something like
function SpawnBullet() --function giving me errors
local bullet = Instance.new("Part") --instance
bullet.Size = Vector3.new(1,1,1)
bullet.Position = script.Parent.Position
bullet.Parent = workspace
bullet.Velocity = script.Parent.CFrame.LookVector * 90
bullet.CanCollide = false
return bullet
end
script.Parent.Parent.Activated:Connect(function()
SpawnBullet()
end)
Try naming the bullet variable inside the bullet function something besides bullet or change the name of the function
Did you try changing the name of the function or the variable? Maybe that's the problem.
Try:
function CreateBullet() --function giving me errors
bullet = Instance.new("Part") --instance
bullet.Size = Vector3.new(1,1,1)
bullet.Position = script.Parent.Position
bullet.Parent = workspace
bullet.Velocity = script.Parent.CFrame.LookVector * 90
bullet.CanCollide = false
end
script.Parent.Parent.Activated:Connect(function()
CreateBullet()
end)
I'm sorry if it didn't work or if I wasn't helpful.
Related
so I'm trying to make a basic GUI animation system in ROBLOX, using individual frames and a loop to put them into an imagelabel.
This is the function:
local playAnimation = coroutine.create(function(anim,pos,tank)
while true do
local animBase = sp.AnimBase:Clone()
animBase.Parent = tank
animBase.Visible = true
animBase.Position = pos -- line that causes the error mentioned below.
local frame = 1
for i = 0, animations[anim]["FrameNum"] do
frame = frame + 1
animBase.Image = animations[anim]["Frames"][frame]
NewWait(.1) --this right here, the wait, interfears with the yield.
if frame >= animations[anim]["FrameNum"] then
pos,anim,tank = coroutine.yield()
break
end
end
animBase:Destroy()
end
end)
There are two main problems with this:
every time it runs, I get this error:
20:41:01.934 - Players.Player1.PlayerGui.ScreenGui.Gui-MAIN:65: bad argument #3 to 'Position' (UDim2 expected, got number)
Although this error doesn't seem to do anything. (eg. stop the script completely)
The line causing the error is marked with a comment.
I've made sure that pos is correct. I even tried printing it before setting it, it prints the correct thing which is:
{0,120},{0,65}
The other main problem is that I can't resume it after using it once. It can run this line multiple times fine:
coroutine.resume(playAnimation,"Cannon Fire",UDim2.new(0,120,0,68-25),tank.Frame)
but it won't run:
if tank2:FindFirstChild("Ammo") and isTouching(ammoFrame,tank2:GetChildren()[3]) then
local lastAmmoPos = ammoFrame.Position
ammoFrame:Destroy()
coroutine.resume(playAnimation,"Explosion",lastAmmoPos-UDim2.new(0,25-(ammoTypes[type]["Size"].X.Offset)/2,0,25),tank.Frame)
tank2:GetChildren()[3]:Destroy()
end
Yes, the if statement is working fine. ammoFrame is destroyed and so is the third child of tank2. The coroutine just won't resume.
Fixed by removing the coroutine completely and wrapping the for loop inside a spawn function.
local playAnimation = function(anim,pos,tank)
local animBase = sp.AnimBase:Clone()
animBase.Parent = tank
animBase.Visible = true
animBase.Position = pos
local frame = 1
spawn(function()
for i = 0, animations[anim]["FrameNum"] do
frame = frame + 1
animBase.Image = animations[anim]["Frames"][frame]
wait(.1) --this right here, the wait, interfears with the yield.
if frame >= animations[anim]["FrameNum"] then
break
end
end
animBase:Destroy()
end)
end
I need a bit of help. Basically I have this code:
local plyIsEntered = false
function onTouched(hit)
plyIsEntered = true
if not plyIsEntered then
end
if plyIsEntered then
local humanoid = hit.Parent:FindFirstChild("Humanoid")
local ply = humanoid.Parent
if humanoid ~= nil then
print("Hit")
local playerName = hit.Parent.Name
print(playerName)
local laserEmitter = game.Workspace["Enterance PC"]:FindFirstChild("laserEmitter")
local scanLaser = Instance.new("Part", game.Workspace)
scanLaser.Position = laserEmitter.Position
scanLaser.Name = "ScanLaser"
scanLaser.Size = Vector3.new(1,1,1)
local scanLaserMesh = Instance.new("SpecialMesh", game.Workspace.ScanLaser)
scanLaserMesh.Name = "Cone mesh"
scanLaserMesh.MeshType = ""
plyIsEntered = false
end
end
end
script.Parent.Touched:connect(onTouched)
Now I'm checking if the player touches a box, it has no collisions and is invisible; when they do I want to create a laser that will scan them and open a door. The problem I'm having is when I walk into the trigger box it creates 8 or 9 blocks. One of those blocks is the block I'm applying a mesh too.
What I need to do is make sure it's only running once and not creating more than 1 brick. Hopefully someone can help me!
I believe to fix this you'll need to add a debounce.
You see, the touched event of a Part actually fires many times, so your code will execute multiple times if it is inside of the event.
To fix this, we use a debounce, which means your code won't execute if your part is touched too much in the same time frame. Here is an example:
local debounce = false
part.Touched:connect(function()
if debounce == false then
debounce = true
--Your code goes here.
wait(1)--Wait one second until you'll be able to execute the code again.
debounce = false
end
end)
To read more on debounces: http://wiki.roblox.com/index.php?title=Debounce
I have this script in a brick:
local giver = 1
function onClicked()
game.Players.[I NEED THE PLAYER NAME HERE].leaderstats.Clicks.Value = game.Players.[I NEED THE PLAYER NAME HERE].leaderstats.Clicks.Value + giver
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
Now I need to somehow get the player's name that clicked it and put it where I need to.
The ClickDetectors's MouseClick event have the "Clicking Player" as parameter, so you can do it like this:
local giver = 1
function onClicked(Player)
Player.leaderstats.Clicks.Value = Player.leaderstats.Clicks.Value + giver
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
However, this requires the FilteringEnabled to be set to false (not recomended).
To solve this, make a LocalScript in the brick with the code:
script.Parent.ClickDetector.MouseClick:connect(function(Player)
game.ReplicatedStorage:WaitForChild("BrickClick"):InvokeServer(script.Parent)
end)
And in a Script placed in the ServerScriptService put:
local Listener = game.ReplicatedStorage:FindFirstChild("BrickClick")
if Listener == nil then
Listener = Instance.new("RemoteFunction")
Listener.Name = "BrickClick"
Listener.Parent = game.ReplicatedStorage
end
function Listener.OnServerInvoke(Player,Brick)
Player.leaderstats.Clicks.Value = Player.leaderstats.Clicks.Value + 1
end
I won't point you to the wiki page for further reading, even thought it contains a bit of what you need, it contains too little information.
The ClickDetector's MouseClick info, the guide about FilteringEnabled and the guide about RemoteFunctions are better.
Try this!
script.Parent.MouseClick:Connect(function(Player)
-- Kill The Player
-- The parameter is referring to game.Players So if you want to do a kill button use .Character
Player.Character:BreakJoints()
-- Change The Color To Red (Other details)
script.Parent.Parent.BrickColor = BrickColor.new("Really red")
script.Parent.MaxActivationDistance = 0
-- Wait 4 Secs
wait(5)
-- Change The Color To Green
script.Parent.Parent.BrickColor = BrickColor.new("Lime green")
script.Parent.MaxActivationDistance = 50
end)
I have a model called door
Inside I have a BoolValue named Open
I have a model called Top that has all of the door blocks named Work Mabey Comeon and Proboblynot
And I have Block that when touched is supposed to make Top move up
Directly inside door I have this script
door = script.Parent
open = door.Open
Top = door.Top
opener = 18
speed = 100
steps = speed
startl = Top.CFrame
function MoveDoorToCFrame(cfrm,dr)
dr.Work.CFrame = cfrm
dr.Mabey.CFrame = dr.Work.CFrame * CFrame.new(0,-7.2,0)
dr.Comeon.CFrame = dr.Work.CFrame * CFrame.new(0,10.8,0)
dr.Problynot.CFrame = dr.Work.CFrame * CFrame.new(0,10.8,0)
end
function Update()
if speed/steps < 0.5 then
calc = 1-math.cos(math.rad((-90/speed)*steps*2))
else
calc = 1+math.sin(math.rad((90/speed)*((speed/2)-steps)*2))
end
MoveDoorToCFrame(startl * CFrame.new(0,(calc/2)*opener,0),Top)
end
Update()
while true do
wait()
if not open.Value and steps < speed then
steps = steps + 1
Update()
elseif open.Value and steps > 0 then
steps = steps - 1
Update()
end
end
Inside the button that is supposed to activate on touch I have
script.Parent.Touched:connect(function()
script.Parent.Parent.Open.Value = not script.Parent.Parent.Open.Value
end)
script.Parent.Parent.Open.Changed:connect(Update)
Update()
If you know how to fix this it would be gladly appreciated.
Update November 2015:
Using PrimaryPart
Since writing this post, ROBLOX has changed a lot in regards to the API. To move a model like requested, you should set the PrimaryPart property of the model to a central part inside the model. This will act as the origin for the model's movements.
You can then use model:SetPrimaryPartCFrame(cframe) to set the CFrame of the model. You can also retrieve this property by using model:GetPrimaryPartCFrame(), although I believe that is just a shortcut method for model.PrimaryPart.CFrame.
In code, it would look like this:
-- Set PrimaryPart:
MODEL.PrimaryPart = MODEL.SomeCentralPart
...
-- CFrame movement:
local movement = CFrame.new(0, 10, 0)
-- Move the model:
MODEL:SetPrimaryPartCFrame(MODEL:GetPrimaryPartCFrame() * movement)
Option A: Use Model's methods
I think you are making this much more difficult than it needs to be. Whenever you run into an issue like this, be sure to check the current APIs provided. The ROBLOX Model object contains a nifty method called 'TranslateBy' which takes a Vector3 argument to translate the model.
Using MODEL:TranslateBy(Vector3) is similar to moving a model via CFrame, since it ignores collisions.
Another alternative is MODEL:MoveTo(Vector3) which moves a whole model to the given Vector3 world position. The downside to this is that it does collide.
One way to get the same MoveTo effect but without collisions can be done with the TranslateBy method:
MODEL:TranslateBy(Vector3Position - MODEL:GetModelCFrame().p)
Option B: Write a custom function to manipulate the model's CFrame
Another alternative would be to manipulate the whole model's CFrame entirely. To do this, you can write a clever function that will move a whole model relative to an 'origin' point. This is similar to moving shapes on a grid given their points and an origin, except in three dimensions. Using ROBLOX's built-in functions, this is much easier though.
A good way to do this would be to write a function that lets you actually assign a CFrame value to a whole model. Another way would be to allow a translation via CFrame too.
Here's an example:
function ModelCFrameAPI(model)
local parts = {} -- Hold all BasePart objects
local cf = {} -- API for CFrame manipulation
do
-- Recurse to get all parts:
local function Scan(parent)
for k,v in pairs(parent:GetChildren()) do
if (v:IsA("BasePart")) then
table.insert(parts, v)
end
Scan(v)
end
end
Scan(model)
end
-- Set the model's CFrame
-- NOTE: 'GetModelCFrame()' will return the model's CFrame
-- based on the given PrimaryPart. If no PrimaryPart is provided
-- (which by default is true), ROBLOX will try to determine
-- the center CFrame of the model and return that.
function cf:SetCFrame(cf)
local originInverse = model:GetModelCFrame():inverse()
for _,v in pairs(parts) do
v.CFrame = (cf * (originInverse * v.CFrame))
end
end
-- Translate the model's CFrame
function cf:TranslateCFrame(deltaCf)
local cf = (model:GetModelCFrame() * deltaCf)
self:SetCFrame(cf)
end
return cf
end
-- Usage:
local myModel = game.Workspace.SOME_MODEL
local myModelCF = ModelCFrameAPI(myModel)
-- Move to 10,10,10 and rotate Y-axis by 180 degrees:
myModelCF:SetCFrame(CFrame.new(10, 10, 10) * CFrame.Angles(0, math.pi, 0))
-- Translate by 30,0,-10 and rotate Y-axis by 90 degrees
myModelCF:TranslateCFrame(CFrame.new(30, 0, -10) * CFrame.Angles(0, math.pi/2, 0))
This might be hard.
You might want to look to free models for this one unless the people above get it to work.
I, however, do have a script to move a model:
game.Workspace.Model:MoveTo(Vector3.new(0,0,0))
Your code indeed needs fixing.
You should NOT use a never-ending loop to make your stuff work (unless that is the only way).
You should rather base actions on events.
Consider to use this:
Structure:
Door [Model]
DoorScript [Script]
Button [Part]
DoorOpen [BoolValue]
Top [Model]
Mabey [Part]
Comeon [Part]
Problynot [Part]
DoorScript:
local Model = script.Parent
local Door = Model.Top
local Button = Model.Button
local DoorOpen = Model.DoorOpen
local Offset = 0
local ToOffset = 100
local Direction = 1
local StepLength = 0.1
local Moving = false
function StartMoving()
if Moving then return end
Moving = true
while (DoorOpen.Value and Offset ~= ToOffset) or (not DoorOpen.Value and Offset ~= 0) do
local Change = Offset
Offset = math.max(0,math.min(ToOffset,Offset + StepLength * (DoorOpen.Value and 1 or -1)))
Change = Offset - Change
Top:TranslateBy(Vector3.new(0,Change,0))
wait()
end
Moving = false
end
StartMoving()
DoorOpen.Changed:connect(StartMoving)
local Debounce = false
Button.Touched:connect(function()
if Debounce then return end
Debounce = true
DoorOpen.Value = not DoorOpen.Value
wait(4)
Debounce = false
end)
You might want to adjust the speed tho.
This can be used to move models, try adding something like this into your code. It's more dynamic.
a = Workspace.Model
for i=0.1,40 do
for i,v in pairs(a:getChildren()) do
if v:IsA("Part") then
v.CFrame = CFrame.new(v.CFrame + Vector3.new(0,0.1,0))
else print("Not a part")
end
end
end
I'm trying a GTween example from the following link
Gideros GTween with Easing
The example doesn't work out of the box, so I dug into the source code of GTween and added the following lines to my example in order to allow event dispatching.
local tween = GTween.new(jewel, 2, animProperties, gtweenProperties)
tween.suppressEvents = false -- New Line #1
tween.dispatchEvents = true -- New Line #2
tween:addEventListener('complete', function()
stage:removeChild(jewel)
jewel = nil
end)
However, the app crashes. I tried commenting the following line in gtween.lua
self:dispatchEvent(Event.new(name))
and the app doesn't crash, however the callbacks aren't invoked (obviously, why would it?)
This is the stack trace from the app.
gtween.lua:445: attempt to call method 'dispatchEvent' (a boolean value)
stack traceback:
gtween.lua:445: in function 'dispatchEvt'
gtween.lua:255: in function 'setPosition'
gtween.lua:86: in function <gtween.lua:74>
Any pointers would be greatly appreciated. Thanks.
PS: I'm not sure if this is a bug on Gideros.
i just tried with the latest gideros' gtween (note that it is edited 10 days ago), and use this sample (i took the sample from your link and add sprite definition, also include a image file in project) and it works(the callback is called) :
local animate = {}
animate.y = 100
animate.x = 100
animate.alpha = 0.5
animate.scaleX = 0.5
animate.scaleY = 0.5
animate.rotation = math.random(0, 360)
local properties = {}
properties.delay = 0
properties.ease = easing.inElastic
properties.dispatchEvents = true
local sprite = Bitmap.new(Texture.new("box.png")) -- ADD THIS
stage:addChild(sprite) -- ADD THIS
local tween = GTween.new(sprite, 10, animate, properties)
tween:addEventListener("complete", function()
stage:removeChild(sprite)
sprite = nil
end)