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lua - If i unequip a gun while it's shooting (in burst and auto) it stops working -ROBLOX STUDIO

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 

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1 Reply

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by (71.8m points)

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.


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