I'm trying to have a better/shorter way to decrease any lag and use less effort, as if I need to change anything in the script, I'll need to do it for each one.
Is there a better way of having short?
I tried having them the "Glass1's" the same name and the "Glass2's" the same name, but it worked on the first one only, I wish I clarified it.
Here is my code:
local End = script.Parent.End
local Start = script.Parent.Start
local Glass = script.Parent
--Glass1/1-8 are the glasses that fall if touched and they change color to red
local function TouchedGlass11(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass11
num.Anchored = false
num.BrickColor = BrickColor.Red()
wait(2)
num:Destroy()
else return
end
end
Glass.Glass11.Touched:Connect(TouchedGlass11)
local function TouchedGlass12(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass12
num.Anchored = false
num.BrickColor = BrickColor.Red()
wait(2)
num:Destroy()
else return
end
end
Glass.Glass12.Touched:Connect(TouchedGlass12)
local function TouchedGlass13(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass13
num.Anchored = false
num.BrickColor = BrickColor.Red()
wait(2)
num:Destroy()
else return
end
end
Glass.Glass13.Touched:Connect(TouchedGlass13)
local function TouchedGlass14(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass14
num.Anchored = false
num.BrickColor = BrickColor.Red()
wait(2)
num:Destroy()
else return
end
end
Glass.Glass14.Touched:Connect(TouchedGlass14)
--then I'll do Glass2/1-8 which just turn the brick to green.
local function TouchedGlass21(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass21
num.BrickColor = BrickColor.Green()
else return
end
end
Glass.Glass21.Touched:Connect(TouchedGlass21)
local function TouchedGlass22(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass22
num.BrickColor = BrickColor.Green()
else return
end
end
Glass.Glass22.Touched:Connect(TouchedGlass22)
local function TouchedGlass23(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass23
num.BrickColor = BrickColor.Green()
else return
end
end
Glass.Glass23.Touched:Connect(TouchedGlass23)
local function TouchedGlass24(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = Glass.Glass24
num.BrickColor = BrickColor.Green()
else return
end
end
Glass.Glass24.Touched:Connect(TouchedGlass24)
--Does anyone know a better way?
please note: there is 8 glasses in both "Glass2" and "Glass1" but I'll be adding more soon, that's why I'm looking for an easier way.
Looking at your code it's pretty easy to spot that your using a lot of touched functions.
You can condense this significantly by using a for loop which iterates through each of the parts in script.Parent.
local glass = script.Parent
-- iterate through each child and assign the child to the variable object
for _, object in pairs(glass:GetChildren()) do
-- Make sure this child of script.Parent is actually a part.
if object:IsA("Part") then
object.Touched:Connect(function(hit)
local partParent = hit.Parent
local humanoid = partParent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local num = object
num.Anchored = false
num.BrickColor = BrickColor.Red()
wait(2)
num:Destroy()
end
end)
end
end
You also shouldn't need to have a return in your touched functions.
I keep getting this error The error is only for this code. It causes the timestop to be infinite Does anyone know how to fix it? The error is ServerScriptService.TheWorldServer.TS:35: attempt to index
nil with 'Name' Any help is very appreciated.
I have no idea how to fix this so I help is VERY helpful.
local music = game.Workspace.BackgroundMusic
local model = game.ReplicatedStorage.Stand
local InUse = game.ReplicatedStorage.InUse
local bacon = {}
local G = {}
model.BaconTimeStop.OnServerEvent:Connect(function(player)
local find = workspace:GetDescendants()
if InUse.Value == false then
InUse.Value = true
local Sound = script.TSSound:Clone()
Sound.Parent = workspace
Sound:Play()
music:Pause()
wait(1.8)
local TweenService = game:GetService("TweenService")
local part = game.Lighting.ColorCorrection
local goal = {}
goal.Contrast = -2
local tweenInfo = TweenInfo.new(0.2)
local tween = TweenService:Create(part, tweenInfo, goal)
tween:Play()
for i=1, #find do
local That = find[i]
if That:IsA("Part") or That:IsA("MeshPart") then
if That.Anchored == false and That.Parent.Name ~= player.Name and That.Parent.Parent.Name ~= player.Name and That.Name ~= "Baseplate" and not That.Parent:IsA("Accessory") then
That.Anchored = true
table.insert(bacon, That)
end
end
if That:IsA("ParticleEmitter") then
That.TimeScale = 0
table.insert(G, That)
end
end
wait(3)
InUse.Value = false
local TweenService = game:GetService("TweenService")
local part = game.Lighting.ColorCorrection
local goal = {}
goal.Contrast = 0
local tweenInfo = TweenInfo.new(0.2)
local tween = TweenService:Create(part, tweenInfo, goal)
music:Resume()
tween:Play()
for i=1, #bacon do
bacon[i].Anchored = false
end
table.clear(bacon)
for i=1, #G do
G[i].TimeScale = 1
end
table.clear(G)
end
end)
The error message tells you everything you need to know.
ServerScriptService.TheWorldServer.TS:35: attempt to index nil with
'Name'
This is line 35:
if That.Anchored == false
and That.Parent.Name ~= player.Name
and That.Parent.Parent.Name ~= player.Name
and That.Name ~= "Baseplate"
and not That.Parent:IsA("Accessory") then
You index multiple variables with Name as in .Name (indexing operator .).
One of these values is nil.
That cannot be nil as this would cause errors earlier.
print player, That.Parent, and That.Parent.Parent to find out which of them is nil. Then find out why and fix that. We cannot help you here. If it is a valid state simply avoid indexing or replace it by some default value.
Pls find a way to fix it :/ I'm not really good at scripting stuff.
There is another script: Server script. But i don't think it's the cause of this problem.
I will post it anyways
Btw it's for a shooter game that I'm making (just to add some workds soo i can post it)
When it breaks it send's out this:
19:31:45.103 Humanoid is not a valid member of Backpack "Players.xxfilippoxx33.Backpack" - Client - Gun_Script:178
19:31:45.103 Stack Begin - Studio
19:31:45.103 Script 'Players.xxfilippoxx33.Backpack.Assualt Rifle.Gun_Script', Line 178 - function fire - Studio - Gun_Script:178
19:31:45.104 Script 'Players.xxfilippoxx33.Backpack.Assualt Rifle.Gun_Script', Line 314 - function onButton1Down - Studio - Gun_Script:314
19:31:45.104 Script 'Players.xxfilippoxx33.Backpack.Assualt Rifle.Gun_Script', Line 367 - Studio - Gun_Script:367
19:31:45.104 Stack End - Studio
Here is the local script
--// Created by Nightrains
local localPlayer = game.Players.LocalPlayer
local sp = script.Parent
--// Wait For Children
sp:WaitForChild("Handle")
sp:WaitForChild("Ammo")
sp.Handle:WaitForChild("Equip")
sp.Handle:WaitForChild("Fire")
sp.Handle:WaitForChild("Reload")
sp.Handle:WaitForChild("Trigger")
sp.Handle:WaitForChild("PointLight")
--// Gun Configuration
local CanTeamkill = false
local FirstPersonArms = true
local HeadshotDamage = true
local IgnoreHats = true
local ClipSize=30
local ReloadTime=2.3
local Firerate=.3
local MinSpread=0.15
local MaxSpread=0.15
local SpreadRate=0.3
local BaseDamage= 20
local Spread=0.15
local automatic=false
local burst=true
local shot=false --Shotgun
local BarrlePos=Vector3.new(-2.5,.60,0)
local Cursors={"rbxasset://textures\\GunCursor.png"}
local ReloadCursor="rbxasset://textures\\GunWaitCursor.png"
-------------------------------------
local equiped=false
local enabled=true
local reloading=false
local down=false
local r=game:service("RunService")
local Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.BrickColor=BrickColor.new("Bright yellow")
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)
Bullet.formFactor=0
Bullet.TopSurface=0
Bullet.BottomSurface=0
Bullet.Material = Enum.Material.Neon
local Mesh=Instance.new("SpecialMesh")
Mesh.Parent=Bullet
Mesh.MeshType="Brick"
Mesh.Name="Mesh"
Mesh.Scale=Vector3.new(.15,.15,1)
local pointLight = sp.Handle.PointLight
local Debris = game:GetService("Debris")
local gunServer = game:GetService("ReplicatedStorage"):WaitForChild("GunRemotes")
local remote = {
TagHumanoid = gunServer:WaitForChild("TagHumanoid"),
FireServer = gunServer:WaitForChild("FireServer"),
TakeDamage = gunServer:WaitForChild("TakeDamage"),
PlaySound = gunServer:WaitForChild("PlaySound"),
}
local ContextActionService = game:GetService("ContextActionService")
-------------------------------------------------------------------------------
game.Workspace.ChildAdded:Connect(function(child)
if child.Name == localPlayer.Name.."Bullet" then
child.Transparency = 1
end
end)
local function reload(mouse)
remote.PlaySound:FireServer(sp.Handle.Reload)
reloading=true
mouse.Icon=ReloadCursor
while sp.Ammo.Value<ClipSize and reloading and enabled do
wait(ReloadTime/ClipSize)
if reloading then
sp.Ammo.Value=sp.Ammo.Value+1
else
break
end
end
mouse.Icon=Cursors[1]
reloading=false
end
local function reload_Mob()
remote.PlaySound:FireServer(sp.Handle.Reload)
reloading=true
while sp.Ammo.Value<ClipSize and reloading and enabled do
wait(ReloadTime/ClipSize)
if reloading then
sp.Ammo.Value=sp.Ammo.Value+1
else
break
end
end
reloading=false
end
script.Parent.Equipped:Connect(function()
ContextActionService:SetPosition("ReloadButton",UDim2.new(0.72,-25,0.20,-25))
end)
script.Parent.Unequipped:Connect(function()
ContextActionService:SetPosition("ReloadButton",UDim2.new(2.72,-9,0.20,-80))
end)
local function onKeyDown(key,mouse)
key=key:lower()
if key=="r" and not reloading then
reload(mouse)
end
end
function onButtonPress()
wait(0.1)
if onButtonPress() and not reloading then
if script.Parent.Ammo.Value < 30 then
wait(0.1)
reload_Mob()
end
script.Parent:reload(button)
end
end
local mobilebutton = ContextActionService:BindAction("ReloadButton",onButtonPress,true,"R")
ContextActionService:SetPosition("ReloadButton",UDim2.new(2.72,-90,.20,-25))
local function getIgnoreList()
local list = {localPlayer.Character}
for _,child in pairs(game.Workspace:GetDescendants()) do
if child:IsA("BasePart") then
if not child.CanCollide then
if child.Name == "Handle" and IgnoreHats then
table.insert(list,child)
elseif child.Name ~= "Handle" and not child.Parent:FindFirstChild("Humanoid") then
table.insert(list,child)
end
end
end
end
return list
end
local function bulletEffect(bullet,distance)
if distance > 40 then
local bulletLength = distance/2
bullet.Mesh.Scale=Vector3.new(.15,.15,bulletLength)
bullet.Mesh.Offset=Vector3.new(0,0,bulletLength/2)
while bullet.Mesh.Offset.Z > (bulletLength/2)*-1 do
wait()
bullet.Mesh.Offset=Vector3.new(0,0,bullet.Mesh.Offset.Z-20)
end
else
bullet.Mesh.Scale=Vector3.new(.15,.15,distance)
bullet.Mesh.Offset=Vector3.new(0,0,distance/2)
wait(0.03)
end
bullet:Destroy()
end
local function fire(aim)
if sp.Parent.Humanoid.Health < 1 then
return
end
remote.PlaySound:FireServer(sp.Handle.Fire)
t=r.Stepped:wait()
last6=last5
last5=last4
last4=last3
last3=last2
last2=last
last=t
local bullet=Bullet:clone()
local startpoint=sp.Handle.CFrame*BarrlePos
local ray = Ray.new(startpoint, (aim - startpoint).unit * 300)
local hit, position = workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList(), false, true)
local distance = (startpoint - position).magnitude
bullet.Parent=game.Workspace.CurrentCamera
remote.FireServer:FireServer(startpoint,position,pointLight)
if hit~=nil then
local humanoid=hit.Parent:FindFirstChild("Humanoid")
if not humanoid then
humanoid = hit.Parent.Parent:FindFirstChild("Humanoid")
end
if humanoid~=nil then
local damage=math.random(BaseDamage-(BaseDamage*.25),BaseDamage+(BaseDamage*.25))
local headshot = false
if hit.Name=="Head" and HeadshotDamage then
damage=damage*1.3
--headshot = true
else
damage=damage*.75
end
if humanoid.Health>0 then
local eplr=game.Players:playerFromCharacter(humanoid.Parent)
local plr=game.Players:playerFromCharacter(sp.Parent)
if eplr~=nil and plr~=nil then
if CanTeamkill then
remote.TagHumanoid:FireServer(humanoid)
remote.TakeDamage:FireServer(humanoid,damage,headshot)
else
if eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then
remote.TagHumanoid:FireServer(humanoid)
remote.TakeDamage:FireServer(humanoid,damage,headshot)
end
end
else
remote.TagHumanoid:FireServer(humanoid)
remote.TakeDamage:FireServer(humanoid,damage,headshot)
end
end
end
end
if distance > 40 then
bullet.CFrame=CFrame.new(startpoint, position) * CFrame.new(0, 0, -distance / 2)
else
bullet.CFrame=CFrame.new(startpoint, position) * CFrame.new(0, 0, -distance)
end
spawn(function()
bulletEffect(bullet,distance)
end)
end
local ObjectLocalTransparencyModifier
local RunService = game:GetService("RunService")
local LocalObjects = {}
local function setArmsTransparency(Limb)
if FirstPersonArms then
local value = {Object = Limb, Transparency = 0, AutoUpdate = true}
pcall(function()
local ObjectFound = false
for i, v in pairs(LocalObjects) do
if v == value then
ObjectFound = true
end
end
if not ObjectFound then
table.insert(LocalObjects, value)
if ObjectLocalTransparencyModifier then
ObjectLocalTransparencyModifier:disconnect()
end
ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()
local Camera = game:GetService("Workspace").CurrentCamera
for i, v in pairs(LocalObjects) do
if v.Object and v.Object.Parent then
local CurrentTransparency = v.Object.LocalTransparencyModifier
local ViewDistance = (Camera.CoordinateFrame.p - sp.Parent.Head.Position).Magnitude
if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then
if ((v.Distance and ViewDistance <= v.Distance) or not v.Distance) then
v.Object.LocalTransparencyModifier = v.Transparency
else
v.Object.LocalTransparencyModifier = 0
end
end
else
table.remove(LocalObjects, i)
end
end
end)
end
end)
end
end
local function onButton1Up(mouse)
down=false
end
local function onButton1Down(mouse)
local h=sp.Parent:FindFirstChild("Humanoid")
if not enabled or reloading or down or h==nil then
return
end
if sp.Ammo.Value>0 and h.Health>0 then
down=true
enabled=false
while down do
if sp.Ammo.Value<=0 then
break
end
if burst then
local startpoint=sp.Handle.CFrame*BarrlePos
local mag=(mouse.Hit.p-startpoint).magnitude
local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))
fire(mouse.Hit.p+rndm)
sp.Ammo.Value=sp.Ammo.Value-1
if sp.Ammo.Value<=0 then
break
end
wait(.05)
local startpoint=sp.Handle.CFrame*BarrlePos
local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude
local rndm2=Vector3.new(math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2))
fire(mouse.Hit.p+rndm+rndm2)
sp.Ammo.Value=sp.Ammo.Value-1
if sp.Ammo.Value<=0 then
break
end
wait(.05)
fire(mouse.Hit.p+rndm+rndm2+rndm2)
sp.Ammo.Value=sp.Ammo.Value-1
elseif shot then
sp.Ammo.Value=sp.Ammo.Value-1
local startpoint=sp.Handle.CFrame*BarrlePos
local mag=(mouse.Hit.p-startpoint).magnitude
local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))
fire(mouse.Hit.p+rndm)
local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude
local rndm2=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))
fire(mouse.Hit.p+rndm+rndm2)
local rndm3=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))
fire(mouse.Hit.p+rndm+rndm3)
local rndm4=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))
fire(mouse.Hit.p+rndm+rndm4)
else
sp.Ammo.Value=sp.Ammo.Value-1
local startpoint=sp.Handle.CFrame*BarrlePos
local mag=(mouse.Hit.p-startpoint).magnitude
local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))
fire(mouse.Hit.p+rndm)
end
wait(Firerate)
if not automatic then
break
end
end
enabled=true
else
remote.PlaySound:FireServer(sp.Handle.Trigger)
end
end
local function onEquippedLocal(mouse)
remote.PlaySound:FireServer(sp.Handle.Equip)
if mouse==nil then
print("Mouse not found")
return
end
local Limbs = {"Right Arm", "RightHand", "RightUpperArm", "RightLowerArm",
"Left Arm", "LeftHand", "LeftUpperArm", "LeftLowerArm"}
for i, v in pairs(Limbs) do
local Limb = sp.Parent:FindFirstChild(v)
setArmsTransparency(Limb)
end
mouse.Icon=Cursors[1]
mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() onButton1Up(mouse) end)
equiped=true
if #Cursors>1 then
while equiped do
t=r.Stepped:wait()
local action=sp.Parent:FindFirstChild("Pose")
if action~=nil then
if sp.Parent.Pose.Value=="Standing" then
Spread=MinSpread
else
Spread=MinSpread+((4/10)*(MaxSpread-MinSpread))
end
else
Spread=MinSpread
end
if t-last<SpreadRate then
Spread=Spread+.1*(MaxSpread-MinSpread)
end
if t-last2<SpreadRate then
Spread=Spread+.1*(MaxSpread-MinSpread)
end
if t-last3<SpreadRate then
Spread=Spread+.1*(MaxSpread-MinSpread)
end
if t-last4<SpreadRate then
Spread=Spread+.1*(MaxSpread-MinSpread)
end
if t-last5<SpreadRate then
Spread=Spread+.1*(MaxSpread-MinSpread)
end
if t-last6<SpreadRate then
Spread=Spread+.1*(MaxSpread-MinSpread)
end
if not reloading then
local percent=(Spread-MinSpread)/(MaxSpread-MinSpread)
for i=0,#Cursors-1 do
if percent>(i/(#Cursors-1))-((1/(#Cursors-1))/2) and percent<(i/(#Cursors-1))+((1/(#Cursors-1))/2) then
mouse.Icon=Cursors[i+1]
end
end
end
wait(Firerate*.9)
end
end
end
local function onUnequippedLocal(mouse)
if ObjectLocalTransparencyModifier then
ObjectLocalTransparencyModifier:disconnect()
end
local camera = game.Workspace.CurrentCamera
if (camera.focus.p - camera.CoordinateFrame.p).magnitude <= 1 then
for i, v in pairs(LocalObjects) do
if v.Object then
v.Object.LocalTransparencyModifier = 1
end
end
end
LocalObjects = {}
equiped=false
reloading=false
end
sp.Equipped:connect(onEquippedLocal)
sp.Unequipped:connect(onUnequippedLocal)
SERVER SCRIPT
--PUT ME IN ServerScriptService.
local replicatedStorage = game.ReplicatedStorage
local debris = game:GetService("Debris")
local folder = Instance.new("Folder",replicatedStorage)
folder.Name = "GunRemotes"
local Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.BrickColor=BrickColor.new("Bright yellow")
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)
Bullet.formFactor=0
Bullet.TopSurface=0
Bullet.BottomSurface=0
Bullet.Transparency = 1
Bullet.Material = Enum.Material.Neon
local Mesh=Instance.new("SpecialMesh")
Mesh.Parent=Bullet
Mesh.MeshType="Brick"
Mesh.Name="Mesh"
Mesh.Scale=Vector3.new(.15,.15,1)
local function remote(name)
local create = Instance.new("RemoteEvent",folder)
create.Name = name
return create
end
local fireServer = remote("FireServer")
fireServer.OnServerEvent:connect(function(player,startpoint,pos)
local newBullet = Bullet:Clone()
newBullet.Name = player.Name.."Bullet"
local distance=(startpoint-pos).magnitude
local bulletLength = distance/2
if distance > 40 then
newBullet.CFrame=CFrame.new(startpoint, pos) * CFrame.new(0, 0, -distance / 2)
newBullet.Mesh.Scale=Vector3.new(.15,.15,bulletLength)
newBullet.Mesh.Offset=Vector3.new(0,0,bulletLength/2)
else
newBullet.CFrame=CFrame.new(startpoint, pos) * CFrame.new(0, 0, -distance)
newBullet.Mesh.Scale=Vector3.new(.15,.15,distance)
newBullet.Mesh.Offset=Vector3.new(0,0,distance/2)
end
newBullet.Transparency = 0
newBullet.Parent = game.Workspace
if distance > 40 then
while newBullet.Mesh.Offset.Z > (bulletLength/2)*-1 do
wait()
newBullet.Mesh.Offset=Vector3.new(0,0,newBullet.Mesh.Offset.Z-20)
end
else
wait(0.03)
end
newBullet:Destroy()
end)
fireServer.OnServerEvent:connect(function(_,_,_,light)
light.Enabled = true
wait(.05)
light.Enabled = false
end)
remote("TagHumanoid").OnServerEvent:connect(function(player,humanoid)
local tag = Instance.new("ObjectValue")
tag.Value = player
tag.Name = "creator"
tag.Parent = humanoid
delay(2,function()
if tag ~= nil then
tag.Parent = nil
end
end)
end)
remote("TakeDamage").OnServerEvent:connect(function(player,humanoid,damage,head)
humanoid:TakeDamage(damage)
if humanoid.Health < 1 and head then
humanoid.Parent.Head:Destroy()
end
end)
remote("PlaySound").OnServerEvent:connect(function(player,sound)
sound:Play()
end)
remote("HumanoidSpeed").OnServerEvent:connect(function(player,humanoid,speed)
humanoid.WalkSpeed = speed
end)
The error message says:
Humanoid is not a valid member of Backpack
Script 'Players.xxfilippoxx33.Backpack.Assualt Rifle.Gun_Script', Line 178 - function fire
local function fire(aim)
if sp.Parent.Humanoid.Health < 1 then
return
end
....
sp.Parent.Humanoid does not exist. So you may not use it.
Additional comment:
local humanoid=hit.Parent:FindFirstChild("Humanoid")
if not humanoid then
humanoid = hit.Parent.Parent:FindFirstChild("Humanoid")
end
If there is no child "Humanoid" there is no point in trying it again.
I'm trying to do something like a spear throw and I'm so confused. It says:
ServerScriptService.FireMagic.FireSpear:16: attempt to index nil with 'Position'
Anyways, here's the LocalScript code:
wait(1)
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Mouse = Player:GetMouse()
local rp = game:GetService("ReplicatedStorage")
local FireSpear = rp:WaitForChild("FireRemote")
local UIS = game:GetService("UserInputService")
local debounce = true
local cd = 10
UIS.InputBegan:Connect(function(input, isTyping)
if isTyping then
return
elseif input.KeyCode == Enum.KeyCode.E and debounce and Character then
debounce = false
FireSpear:FireServer()
wait(cd)
debounce = true
end
end)
and the Script:
wait(1)
local rp = game:GetService("ReplicatedStorage")
local ss = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local ssFireSpear = ss.FireMagic:WaitForChild("ssFireSpear")
local FireRemote = rp:WaitForChild("FireRemote")
local UhTable = {}
local function LookatMouse(Mouse, RootPart)
local bodyG = Instance.new("BodyGyro")
bodyG.MaxTorque = Vector3.new(0, 500000, 0)
bodyG.P = 10000
bodyG.CFrame = CFrame.new(RootPart.Position, Mouse.Position)
bodyG.Parent = RootPart
Debris:AddItem(bodyG, 1)
end
local function MoveTowardsMouse(Mouse, Main)
local bodyV = Instance.new("BodyVelocity")
bodyV.MaxForce = Vector3.new(500000, 500000, 500000)
bodyV.Velocity = CFrame.new(Main.Position, Mouse.Position).LookVector * 100
bodyV.Parent = Main
local bodyG = Instance.new("BodyGyro")
bodyG.MaxTorque = Vector3.new(500000, 500000, 500000)
bodyG.P = 10000
bodyG.CFrame = CFrame.new(Main.Position, Mouse.Position)
bodyG.Parent = Main
end
FireRemote.OnServerEvent:Connect(function(Player, Mouse_CFrame)
if UhTable[Player.Name] == true then
return
end
UhTable[Player.Name] = true
local Character = Player.Character
local RootPart = Character:WaitForChild("HumanoidRootPart")
local folder = workspace:FindFirstChild("DebrisFolder") or Instance.new("Folder",workspace)
folder.Name = "DebrisFolder"
local RightHand = Character:WaitForChild("RightHand")
local FireSpear = ssFireSpear:Clone()
local Handle = FireSpear:WaitForChild("Handle")
local Hitbox = FireSpear:WaitForChild("Hitbox")
local Mesh = FireSpear:WaitForChild("Mesh")
FireSpear:SetPrimaryPartCFrame(RightHand.CFrame)
FireSpear.Parent = folder
local weld = Instance.new("Motor6D")
weld.Parent = Handle
weld.Part0 = RightHand
weld.Part1 = Handle
Hitbox:SetNetworkOwner(nil)
local function MakeStuffHappen()
spawn(function()
LookatMouse(Mouse_CFrame,RootPart)
wait(.6)
weld:Destroy()
MoveTowardsMouse(Mouse_CFrame,Hitbox)
end)
end
MakeStuffHappen()
end)
I'm following a tutorial but I don't know how the issue got there.
Your error is pointing to the fact that you are trying to reference fields on an object that doesn't exist. In this case, it's the ´Mouse´ object, which you never supplied from the client.
To fix this, pass the mouse information in when you call the RemoteEvent's FireServer() function.
UIS.InputBegan:Connect(function(input, isTyping)
if isTyping then
return
elseif input.KeyCode == Enum.KeyCode.E and debounce and Character then
debounce = false
local mouseCFrame = Mouse.Hit
FireSpear:FireServer(mouseCFrame)
wait(cd)
debounce = true
end
end)
For a bit of context, I'm making a Tycoon on Roblox to test my knowledge in lua. Everything was working fine until I tried making leaderstats. The first script, which is what makes the Tycoon
function, is here:
local TycoonInfo = script.Parent:WaitForChild("TycoonInfo")
local OwnerValue = TycoonInfo:WaitForChild("Owner")
local Buttons = script.Parent:WaitForChild("Buttons")
local Purchases = script.Parent:WaitForChild("Purchases")
local Objects = {}
function validateHitByOwner(Hit)
if Hit and Hit.Parent and Hit.Parent:FindFirstChild("Humanoid") then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player and OwnerValue.Value== Player then
return true
end
end
return false
end
for i,v in pairs(Buttons:GetChildren()) do
local Object = Purchases:FindFirstChild(v.Object.Value)
if Object then
Objects[Object.Name] = Object:Clone()
Object:Destroy()
if v:FindFirstChild("Dependency") then
coroutine.resume(coroutine.create(function()
v.Button.Transparency = 1
v.Button.BillboardGui.Enabled = false
v.Button.CanCollide = false
if Purchases:WaitForChild(v.Dependency.Value,90000) then
v.Button.Transparency = 0
v.Button.CanCollide = true
v.Button.BillboardGui.Enabled = true
end
end))
end
local DB = false
v.Button.Touched:Connect(function(Hit)
if validateHitByOwner(Hit)then
if DB == false then
DB = true
if v.Button.Transparency == 0 then
local Purchased = DoPurchase(Hit,v,v.Price.Value,Objects[v.Object.Value])
if Purchased then
warn("Purchased")
else
warn("Can't purchase")
end
end
DB = false
end
end
end)
end
end
function DoPurchase(Hit,Button,Cost,Object)
if Hit and Hit.Parent and Hit.Parent:FindFirstChild("Humanoid") then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player and OwnerValue.Value == Player then
local name = game.Players:GetChildren()
local CashValue = game.Players.name.leaderstats.Cash -- Error here
if CashValue then
if CashValue.Value >= Cost then
CashValue.Value = CashValue.Value - Cost
Object.Parent = Purchases
Button:Destroy()
return true
end
end
end
end
return false
end
The next script, which makes the leaderboard and assigns a player that has recently joined to a random available Tycoon, is here:
function FindEmptyTycoon()
for i,v in pairs(workspace.Tycoons:GetChildren()) do
if v.TycoonInfo.Owner.Value == nil then
return v
end
end
return nil
end
game.Players.PlayerAdded:Connect(function(Player)
local Tycoon = FindEmptyTycoon()
Tycoon.TycoonInfo.Owner.Value = Player
local stats = Instance.new("Folder",Player)
stats.Name = "leaderstats"
local Cash = Instance.new("IntValue",stats)
Cash.Name = "Cash"
end)
And then, the script that is stored in all purchasable items to give the Player money, is here:
function giveCash(player)
wait(3.33)
local Cash = player.leaderstats.Cash
Cash.Value = Cash.Value + 2
end
By the way, these scripts are versions of the original scripts that I've been trying to edit so they can actually work, and I think I've been getting close to fixing the errors. The original scripts can be found here (in order of appearance):
local TycoonInfo = script.Parent:WaitForChild("TycoonInfo")
local OwnerValue = TycoonInfo:WaitForChild("Owner")
local Buttons = script.Parent:WaitForChild("Buttons")
local Purchases = script.Parent:WaitForChild("Purchases")
local Objects = {}
function validateHitByOwner(Hit)
if Hit and Hit.Parent and Hit.Parent:FindFirstChild("Humanoid") then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player and OwnerValue.Value== Player then
return true
end
end
return false
end
for i,v in pairs(Buttons:GetChildren()) do
local Object = Purchases:FindFirstChild(v.Object.Value)
if Object then
Objects[Object.Name] = Object:Clone()
Object:Destroy()
if v:FindFirstChild("Dependency") then
coroutine.resume(coroutine.create(function()
v.Button.Transparency = 1
v.Button.BillboardGui.Enabled = false
v.Button.CanCollide = false
if Purchases:WaitForChild(v.Dependency.Value,90000) then
v.Button.Transparency = 0
v.Button.CanCollide = true
v.Button.BillboardGui.Enabled = true
end
end))
end
local DB = false
v.Button.Touched:Connect(function(Hit)
if validateHitByOwner(Hit)then
if DB == false then
DB = true
if v.Button.Transparency == 0 then
local Purchased = DoPurchase(Hit,v,v.Price.Value,Objects[v.Object.Value])
if Purchased then
warn("Purchased")
else
warn("Can't purchase")
end
end
DB = false
end
end
end)
end
end
function DoPurchase(Hit,Button,Cost,Object)
if Hit and Hit.Parent and Hit.Parent:FindFirstChild("Humanoid") then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player and OwnerValue.Value == Player then
local CashValue = game.ServerStorage.PlayerCash:FindFirstChild(Player.Name)
if CashValue then
if CashValue.Value >= Cost then
CashValue.Value = CashValue.Value - Cost
Object.Parent = Purchases
Button:Destroy()
return true
end
end
end
end
return false
end
function FindEmptyTycoon()
for i,v in pairs(workspace.Tycoons:GetChildren()) do
if v.TycoonInfo.Owner.Value == nil then
return v
end
end
return nil
end
game.Players.PlayerAdded:Connect(function(Player)
local Tycoon = FindEmptyTycoon()
Tycoon.TycoonInfo.Owner.Value = Player
local stats = Instance.new("BoolValue",Player)
stats.Name = "leaderstats"
stats.Parent = game.ServerStorage
local Cash = Instance.new("IntValue",stats)
Cash.Name = Player.Name
Cash.Value = 0
Cash.Parent = game.ServerStorage.PlayerCash
end)
local amount = 2
local timedelay = 2.33
local currencyname = "Cash"
wait(1)
while true do
wait(timedelay)
for i,v in pairs(game.ServerStorage.PlayerCash:GetChildren()) do
if v:FindFirstChild("leaderstats") and v then
v.leaderstats[currencyname].Value = v.leaderstats[currencyname].Value + amount
end
end
end
local name = game.Players:GetChildren()
Why do you store the list of Players's children in a variable called name? This function returns a table. name would be more suitable for a string.
local CashValue = game.Players.name.leaderstats.Cash -- Error here
game.Players is https://developer.roblox.com/en-us/api-reference/class/Players
I cannot make sense of game.Players.name and even less of game.Players.name.leaderstats
Did you mean Player.leaderstats?
I would expect an error message for Players.name.leaderstats before facing an error for game.Players.name.leaderstats.Cash
name is not a Property of Players so you should not be allowed to index Players.name
I'm no Roblox expert but from what I see your code is so off that you really should start with simple tutorials rather than with fixing this code.
I think you should start over and make sure you understand how Instance.new is used properly and such things.
Using better variable names will also help.