When trying to respawn the player with plr:LoadCharacter() it just gives me:
attempt to index nil with 'LoadCharacter' & I tried multiple ways to do it such as Player:LoadCharacter() or is there a more efficient way to kill/respawn the player?
--Declared Boolean Global variable
_G.TimerStart = false
--Local Paths to Objeccts
local label = game.StarterGui.TimerGUI.Timer
-- Get Service Variables
local Teams = game:GetService("Teams")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local plr = game:GetService("Players").LocalPlayer
--Get Children
local Child = game.Players:GetChildren()
-- Wait for Child Variables
local TimeCountdown = ReplicatedStorage:WaitForChild("Timer")
local timerevent = ReplicatedStorage:WaitForChild("Timer")
local function Thieves(Players)
if _G.TimerStart == false then
for i,v in pairs(game.Teams.Thieves:GetPlayers()) do
game.StarterGui.ThiefWinScreen.Frame.TextLabel.Script.Disabled = false
wait(2)
plr:LoadCharacter()
wait(7)
timerAmount = 120
end
for i,v in pairs(game.Teams.Police:GetPlayers()) do
game.StarterGui.ThiefWinScreen.Frame.TextLabel.Script.Disabled = false
wait(2)
plr:LoadCharacter()
wait(7)
timerAmount = 120
end
end
end
In this case plr is a nil value. So plr:LoadCharacter() is not allowed as it does not make any sense.
local plr = game:GetService("Players").LocalPlayer
is the reason.
So refer to this manual page: https://developer.roblox.com/en-us/api-reference/property/Players/LocalPlayer
Maybe this helps:
Loading GUIs When creating loading GUIs using ReplicatedFirst, sometimes a LocalScript can run before the LocalPlayer is available.
In this case, you should yield until it becomes available by using
Instance:GetPropertyChangedSignal
local Players = game:GetService("Players")
-- Below: access Players.LocalPlayer; if it is nil, we'll wait for it using GetPropertyChangedSignal.
local player = Players.LocalPlayer or Players:GetPropertyChangedSignal("LocalPlayer"):wait()
Related
It keeps returning nil for player and saying that im trying to index a nil with 'WaitForChild' even though I have tried adding a wait command and changing player to 'game.Players.LocalPlayer' I'm new to scripting and I don't know what else to do.
local buyButton = script.Parent
local player = game:GetService("Players").LocalPlayer
local multiplier = player:WaitForChild("Multiplier")
buyButton.MouseButton1Up:Connect(function()
if multiplier.Value == 0 then
multiplier.Value = 1
end
end)
Instead of local player = game:GetService("Players").LocalPlayer you want to do:
local players = game:GetService("Players")
local player = players.localplayer
I can not resolve this by my self.
Thank You for helping.
This is my first stackoverflow question :3
Roblox Studio information:
Latest available version as of 2022 October 03
Picture of about window:
https://i.stack.imgur.com/Wo6Br.png
https://i.stack.imgur.com/v7Jot.png
The output:
ServerScriptService.CheckpointsScript:31: attempt to index nil with 'leaderstats'
The code:
local Players = game:GetService("Players")
local CheckpointsFolder = game.Workspace.Checkpoints
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Stage = Instance.new("IntValue")
Stage.Name = "Stage"
Stage.Parent = leaderstats
--player.CharacterAdded:Connect(function(char)
-- local checkpoint = CheckpointsFolder:FindFirstChild(Stage.Value)
-- player.Character..CFrame = CFrame.new(checkpoint.PrimaryPart.CFrame.Position.Y + 5 =, checkpoint.PrimaryPart.CFrame.Rotation)
--end)
end)
for _, v in pairs(CheckpointsFolder:GetChildren()) do
if v:IsA("BasePart") then
v.Touched:Connect(function(part)
local player = Players:GetPlayerFromCharacter(part.Parent)
local stageValue = player.leaderstats.Stage
if player and stageValue.Value < tonumber(v.Name) then
stageValue.Value = v.Name
end
end)
end
end
Your issue is coming from this line
local stageValue = player.leaderstats.Stage
And that is because the Touched event fires for any object that touches it. And you need to make sure that player actually exists.
You are doing this already, you just need to move this line inside your safety check.
local player = Players:GetPlayerFromCharacter(part.Parent)
if player then
local stage = player.leaderstats.Stage
local currentStage = tonumber(v.Name)
if stage.Value < currentStage then
stage.Value = currentStage
end
end
I was trying to re-edit the code over and over again but it still didn't work I've created the folder leader stats and when I play the game it shows that it's a part of the player. It says however that it isn't a valid member.
The other error says: Cash is not a valid member of Folder "Players.(players name).leaderstats"
It's because game.Players.PlayerAdded is an event which you're assigning to a variable.
Try this for the PlayerAdded script (you will need that cash add function in this script):
local players = []
game.Players.PlayerAdded:Connect(function(ply)
table.insert(players, ply)
end)
while true do
wait(60)
for i, v in ipairs(players) do
v:WaitForChild("leaderstats").Counter.Value += 1
end
end
I've written this from my memory as I am away from a PC that can test this code so best of luck!
while wait(60) do
for i, v in ipairs(game.Players:GetChildren()) do
if v:FindFirstChild("leaderstats") then
if v.leaderstats:FindFirstChild("Counter") then
v.leaderstats.Counter.Value += 1
end
end
end
end
You always need to make sure what you're using exists. If you want to avoid errors, I prefer using FindFirstChild instead of WaitForChild to not get it into an infinite wait incase it somehow doesn't load.
it looks like you forgot to create the leaerstats folder. Here is a fixed code:
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
local Leaderstats = Instance.new("Folder")
Leaderstats.Name = "leaderstats"
Leaderstats.Parent = player
local Counter = Instance.new("IntValue")
Counter.Name = "Counter"
Counter.Parent = Leaderstats
while true do
task.wait(60)
Counter.Value += 1
end
end)
This will start counting time after player joins. If you want to increase counter value of all players at the same time, use this code:
local PlayersService = game:GetService("Players")
local Players = {}
PlayersService.PlayerAdded:Connect(function(player)
local Leaderstats = Instance.new("Folder")
Leaderstats.Name = "leaderstats"
Leaderstats.Parent = player
local Counter = Instance.new("IntValue")
Counter.Name = "Counter"
Counter.Parent = Leaderstats
table.insert(Players, player)
end)
while true do
task.wait(60)
for _, player in ipairs(Players) do
player.leaderstats.Counter.Value += 1
end
end
You don't need to check if "Counter" or "leaderstats" exist as they are created before the player is being inserted into the table.
How do I determine in a condition if a tool is currently equipped?
The following is the LocalScript in my tool, called "Axe".
local UIS = game:GetService("UserInputService")
local Animation = script.Chop
local Player = game.Players.LocalPlayer
local Character = Player.Character
UIS.InputBegan:Connect(function(input, gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local A = Humanoid:LoadAnimation(Animation)
A:Play()
end
end)
Tools are parented under the character when equipped. Henceforth, you can just write the following condition:
if Player.Character:FindFirstChild("Axe") ~= nil then
you can make a variable that can store a boolean and changes when the tool is equipped or unequipped
local isEquipped = false
Tool.Equipped:Connect(function()
isEquipped = true
end)
Tool.Unequipped:Connect(function()
isEquipped = false
end)
I am trying to clone an object from the replicatedstorage to the players backpack when an object part is touched and the code looks fine for me but it keeps giving a nil response from clone.parent = player.backpack
local replicatedtorage = game:GetService("ReplicatedStorage")
local Sword = replicatedtorage:FindFirstChild("Sword")
local part = game.Workspace.Part
local player = game.Players.LocalPlayer
local clone = Sword:Clone()
part.Touched:Connect(function(hit)
local humanoid = hit.parent:FindFirstChild("Humanoid")
if humanoid ~= nil then
clone.Parent = player.Backpack
end
end)
This looks like a server Script which cannot access Players.LocalPlayer like clients can because there is no local player to the server. A way to get the Player that touched a part is through Players:GetPlayerFromCharacter() which requires one instance to be passed and will either return the Player whose Character is that instance or nil.
part.Touched:Connect(function(hit)
local character = hit.Parent
local player = game.Players:GetPlayerFromCharacter(character)
if player then
clone.Parent = player.Backpack
end
end)
This should work right away in your script and can replace your existing Touched connection.