attempt to compare string with number - computercraft - lua

local level = 3 -- Required access level
local sideIn = "bottom" -- Keycard Input Side
local sideOut = "right" -- Redstone output side
local rsTime = 3 -- Redstone time
while true do
if disk.isPresent(sideIn) then
term.clear()
term.setCursorPos(1,1)
local code = fs.open("disk/passcode.lua", "r").readAll()
if code == nil then
local code = 0
else
local code = tonumber(code)
end
if code >= level then
print("> Access Granted")
disk.eject(sideIn)
rs.setOutput(sideOut,true)
sleep(rsTime)
rs.setOutput(sideOut,false)
else
print("> Permission Denied")
disk.eject(sideIn)
end
end
end
When there's no disk inserted, it throws an error:
.temp:15: attempt to compare string with number expected, got string
Does anyone know how to fix this issue? I throwed in a nil checker but it seems to not work. Any ideas on how could I fix this? I've been trying for at least half an hour now, and I still have no clue.

In this section:
local code = fs.open("disk/passcode.lua", "r").readAll() --(1)
if code == nil then
local code = 0 --(2)
else
local code = tonumber(code) --(3)
end
It first makes a new local variable with local code = .... In the new block that you create with the if, you also create new local variables with local code = .... Since it has the same name as the local before it, it "masks" it, prohibiting you from accessing the first code in the rest of the block. The value that you assign 0 to is not the same variable outside the if, so the first code is unaffected. At else the block for the second code ends and the same thing happens between else and end when the condition is false. To not assign the values 0 or tonumber(code) to new variables, you have to remove the local from local code = .... So the following is what it should be:
local level = 3 -- Required access level
local sideIn = "bottom" -- Keycard Input Side
local sideOut = "right" -- Redstone output side
local rsTime = 3 -- Redstone time
while true do
if disk.isPresent(sideIn) then
term.clear()
term.setCursorPos(1,1)
local code = fs.open("disk/passcode.lua", "r").readAll()
if code == nil then
code = 0
else
code = tonumber(code)
end
if code >= level then
print("> Access Granted")
disk.eject(sideIn)
rs.setOutput(sideOut,true)
sleep(rsTime)
rs.setOutput(sideOut,false)
else
print("> Permission Denied")
disk.eject(sideIn)
end
end
end

Related

Attempt to index nil with FindFirstChild

Script:
local ToolFolder = game:GetService("ServerStorage"):FindFirstChild("SavedItems")
local DataStoreService = game:GetService("DataStoreService")
local SaveData = DataStoreService:GetDataStore("SaveData")
game.Players.PlayerAdded:Connect(function(player)
local ToolData = SaveData:GetAsync(player.UserId)
local BackPack = player:WaitForChild("Backpack")
local StarterGear = player:WaitForChild("StarterGear")
if ToolData ~= nil then
for i, v in pairs(ToolData) do
if ToolFolder:FindFirstChild(v) and BackPack:FindFirstChild(v) == nil and StarterGear:FindFirstChild(v) == nil then
ToolFolder[v]:Clone().Parent = BackPack
ToolFolder[v]:Clone().Parent = StarterGear
end
end
end
player.CharacterRemoving:Connect(function(Character)
Character:WaitForChild("Humanoid"):UnequipTools()
end)
end)
game.Players.PlayerRemoving:Connect(function(player)
local ToolTable = {}
for i,v in pairs(player.Backpack:GetChildren()) do
table.insert(ToolTable, v.Name)
end
if ToolTable ~= nil then
SaveData:SetAsync(player.UserId, ToolTable)
end
end)
Issue:
ServerScriptService.SaveTools:12: attempt to index nil with 'FindFirstChild'
Couldn't find a solution. Appreciate any help. :)
Any time you see "attempt to index nil with x" you need to look at where you are asking for "x" and realize that the object holding "x" doesn't exist. The job then becomes figuring out why that object doesn't exist.
In your case, whatever object that you are calling "FindFirstChild" on line 12 doesn't exist. Sadly, line 12 uses this three times :
if ToolFolder:FindFirstChild(v) and
BackPack:FindFirstChild(v) == nil and
StarterGear:FindFirstChild(v) == nil then
So let's look at where ToolFolder, BackPack, and StarterGear were created and see if that gives any clues.
local ToolFolder = game:GetService("ServerStorage"):FindFirstChild("SavedItems")
...
local BackPack = player:WaitForChild("Backpack")
local StarterGear = player:WaitForChild("StarterGear")
Backpack and StarterGear looks correct, they are both children of the Player, and both look to be spelled correctly.
ToolFolder is probably the culprit, you should make sure there is actually an object named SavedItems in ServerStorage. Double check that the spelling and capitalization are correct.

Attempt To Index A Nil Value Computercraft MC

local sideIn = "front"
rednet.open("back")
while true do
if disk.isPresent(sideIn) then
term.clear()
local code = fs.open("disk/passcode.lua", "r").readAll()
if code == nil then
local code = 0
else
code = tonumber(code)
end
if code == level then
disk.eject(sideIn)
rednet.send(16,"1")
else
disk.eject(sideIn)
end
else
os.queueEvent("randomEvent")
os.pullEvent()
end
end
If i run the program with a disk in, it works.
But if i run it THEN insert the disk I get an error:
startup:11: attempt to index a nil value
if someone can help, i would apreciate that

How can I send arguments through to a client from server using RemoteEvent? ROBLOX

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!

Not adding to the variable “breakpin”

I was creating a piece of code to attempt to crack into a program that I created, but it keeps printing out “1” instead of adding 1 to the value every time. How can I prevent this from happening?
local breakpin = 0
repeat
local breakpin = 1 + breakpin
print(breakpin)
if breakpin == pin then
success = true
end
until success == true

Roblox Error: attempt to index local 'screengui' (a nil value)

Workspace.Part.Script:16: attempt to index local 'screengui' (a nil value)
wait(2) -- Testing to make sure assets loaded
script.Parent.Touched:connect(function(hit)
if not hit or not hit.Parent then return end
local human = hit.Parent:findFirstChild("Humanoid")
if human and human:IsA("Humanoid") then
local person = game.Players:GetPlayerFromCharacter(human.parent)
if not person then return end
person.Checklist.FirstEggCollected.Value = true
local playgui = person:FindFirstChild('PlayerGui')
print(playgui)
wait(0.2)
local screengui = playgui:FindFirstChild('ScreenGui')
wait(0.2)
print(screengui) -- This prints nil
local collectnotice = screengui:FindFirstChild('CollectionNotice') -- This is line 16
local Toggle = collectnotice.Toggle
local text = Toggle.Text
local value = text.Value
value = "The Easy Egg!"
person:WaitForChild('PlayerGui'):FindFirstChild('ScreenGui'):FindFirstChild('CollectionNotice').Toggle.Color.Value = Color3.fromRGB(0,255,0)
person:WaitForChild('PlayerGui'):FindFirstChild('ScreenGui'):FindFirstChild('CollectionNotice').Toggle.Value = true
script.Parent:Destroy()
wait(5)
game.Workspace.Variables.IfFirstEggInGame.Value = false
end
end)
I've been at this for hours. No idea how to make the error fix. FE is on, Yes its name is "ScreenGui" and it is inside "PlayerGui"
Error: Workspace.Part.Script:16: attempt to index local 'screengui' (a nil value)
From the Roblox manual: http://wiki.roblox.com/index.php?title=API:Class/Instance/FindFirstChild
Description: Returns the first child found with the given name, or nil
if no such child exists.
So there seems to be no child named "ScreenGui".
If a function may return nil you have to handle that properly. Blindly indexing possible nil values is bad practice.
Your issue is at the line local collectnotice = screengui:FindFirstChild('CollectionNotice').
You do not have an instance listed for the screengui variable.

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