So in my door, I have compiled a table to make it easier for me to reference objects, and then I made a value that named all the children in that table, but it gives me an "Attempt to call nil value" error.
local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local DoorGroup = { game.Workspace.ButtonDoor, game.Workspace.ButtonDoor1 } local DoorGroupChildren = DoorGroup:GetChildren() local Door = DoorGroupChildren.PrimeDoor local DoorPart = Door.Door1 local DoorPrimaryPart = Door.PrimaryPart local neonpart = Door.Button.Neon local player = game.Players.LocalPlayer local event = game.ReplicatedStorage.ToggleDoor local mouse = player:GetMouse() local NearDoor = false RunService.RenderStepped:Connect(function() if Player:DistanceFromCharacter(DoorPrimaryPart.Position) < 5 then if mouse.Target == DoorPrimaryPart then NearDoor = true DoorPrimaryPart.EToOpen.Enabled = true DoorPrimaryPart.EToOpen2.Enabled = true end else NearDoor = false DoorPrimaryPart.EToOpen.Enabled = false DoorPrimaryPart.EToOpen2.Enabled = false end end) UserInputService.InputBegan:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.Keyboard then local Key = Input.KeyCode if Key == Enum.KeyCode.E and NearDoor == true then event:FireServer() end end end)
Hello, it's because DoorGroup
is already a table defined at Line 06 - 09
. GetChildren()
returns a table of an instance's childrens. But DoorGroup
is already a table and it doesn't even have any children. I hope this helps.
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You can only do :GetChildren() with an instance
Since its a normal table you can just use DoorGroup