02:52:24.293 - BodyHead is not a valid member of Model 02:52:24.294 - Script 'Players.Player.PlayerGui.Runner', Line 110 - global Bullet 02:52:24.294 - Script 'Players.Player.PlayerGui.Runner', Line 187 02:52:24.294 - Stack End
I get this error? Even though I removed this line from the script itself.
Edit: The Script
recoil = 0.0075 kick = 0.025 mindamage = 60 maxdamage = 80 Player = game.Players.LocalPlayer Mouse = Player:GetMouse() Character = Player.Character Camera = game.Workspace.CurrentCamera Neck = Character.Torso.Neck; crouching = false RoF = 0.075 Primary = script.Parent.Primary Secondary = script.Parent.Secondary MagDisplay = script.Parent.AmmoGui.Ammo.MagDisplay FireModeDisplay = script.Parent.AmmoGui.Ammo.FireModeDisplay Gui = Player.PlayerGui MagAmmo = Gui.Values["M4"].MagAmmo Ammo = Gui.Values["M4"].Ammo Mags = Gui.Values["M4"].Mags FireMode = Gui.Values["M4"].FireMode FireMode2 = Gui.Values["M4"].FireMode2 Shooting = false Sprinting = false Reloading = false Aiming=false Character.Humanoid.WalkSpeed = 13 Mouse.Icon = "rbxasset://textures/Blank.png" FireModeDisplay.Text = ""..FireMode.Value.."" MagDisplay.Text = ""..Mags.Value.."" RightArmWeld.C0 = CFrame.new(-2.3, -0.9, 0.2) *CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)) LeftArmWeld.C0 = CFrame.new(0, -1.5, -0.75) *CFrame.Angles(math.rad(90), math.rad(25), math.rad(110)) GunWeld.C0 = CFrame.new(0, 0, -1.4) *CFrame.Angles(math.rad(-40), math.rad(90), math.rad(0)) RightArmWeldG.C0 = CFrame.new(-1, -1, 0.25) *CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)) LeftArmWeldG.C0 = CFrame.new(0.5, -1, -0.5) *CFrame.Angles(math.rad(95), math.rad(15), math.rad(120)) GunWeldG.C0 = CFrame.new(0.5, -1, -1.4) *CFrame.Angles(math.rad(90), math.rad(15), math.rad(120)) _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 15, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 15, true) function Bullet() local Ray = Ray.new(Character.BodyHead.CFrame.p, (Mouse.Hit.p - Character.BodyHead.CFrame.p).unit * 999) local Ignore = {Player.Character, Camera} local PartHit, PositionHit = Workspace:FindPartOnRayWithIgnoreList(Ray, Ignore) if PartHit and PartHit.Parent:FindFirstChild("Humanoid") then PartHit.Parent.Humanoid:TakeDamage(math.random(mindamage, maxdamage)) end; if PartHit and PartHit.Name=="Main" then PartHit.Parent.Parent.Humanoid:TakeDamage(math.random(mindamage, maxdamage)) end; if PartHit and PartHit.Name=="Part" then PartHit.Parent.Parent.Humanoid:TakeDamage(math.random(mindamage, maxdamage)) end; MagAmmo.Value = MagAmmo.Value-1 GunG.Fire:Play() end function Fire(key) if key == "v" then if FireMode2.Value == false then _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(0, -1, -1) *CFrame.Angles(math.rad(90), math.rad(0), math.rad(145)), 20, true) FireMode.Value = "Semi" FireMode2.Value = true wait(0.5) FireModeDisplay.Text = ""..FireMode.Value.."" _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(0.5, -1, -0.5) *CFrame.Angles(math.rad(95), math.rad(15), math.rad(120)), 20, true) elseif FireMode2.Value == true then _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(0, -1, -1) *CFrame.Angles(math.rad(90), math.rad(0), math.rad(145)), 20, true) FireMode.Value = "Auto" FireMode2.Value = false wait(0.5) FireModeDisplay.Text = ""..FireMode.Value.."" _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(0.5, -1, -0.5) *CFrame.Angles(math.rad(95), math.rad(15), math.rad(120)), 20, true) end end end Mouse.KeyDown:connect(Fire) function Shoot() if FireMode2.Value == false then if Reloading == true or Sprinting == true or Shooting == true or MagAmmo.Value <=0 then return end; Shooting = true repeat wait(RoF) Bullet(); until Shooting == false or MagAmmo.Value<=0 elseif FireMode2.Value == true then if Reloading == true or Shooting == true or Sprinting == true or MagAmmo.Value<=0 then return end; Shooting = true wait(RoF) Bullet(); Shooting = false end end Mouse.Button1Down:connect(Shoot) function StopShoot() Shooting=false end Mouse.Button1Up:connect(StopShoot) function Sprinting(key) if Reloading==true then return end if key=="0"then Sprinting = true _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(0, -0.7, -1.4) *CFrame.Angles(math.rad(0), math.rad(130), math.rad(0)), 20, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(0, -0.7, -1.4) *CFrame.Angles(math.rad(0), math.rad(130), math.rad(0)), 20, true) Character.Humanoid.WalkSpeed = 18 end end Mouse.KeyDown:connect(Sprinting) function Stopped(key) if key=="0"then Sprinting = false _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 15, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 15, true) Character.Humanoid.WalkSpeed = 13 end end Mouse.KeyUp:connect(Stopped) function Aimin() if Sprinting == true or Reloading == true then return end; _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(0, -0.26, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 20, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(0, -0.26, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 20, true) _G.Animate.tweenFoV(45, 100) Character.Humanoid.WalkSpeed = 9 Aiming = true end Mouse.Button2Down:connect(Aimin) function Aimout() _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 20, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 20, true) _G.Animate.tweenFoV(70, 120) Character.Humanoid.WalkSpeed = 13 Aiming = false end Mouse.Button2Up:connect(Aimout) function Reload(key) if Shooting == true or Aiming == true or Sprinting == true or Mags.Value <=0 or Reloading == true then return end; if key == "r" then Reloading = true MagAmmo.Value = MagAmmo.Value - MagAmmo.Value Mags.Value = Mags.Value -1 _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(1, 0, -1.4) *CFrame.Angles(math.rad(20), math.rad(100), math.rad(0)), 25, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(1, 0, -1.4) *CFrame.Angles(math.rad(15), math.rad(90), math.rad(0)), 15, true) wait(0.2) _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(-0.7, -1.75, -1.75) *CFrame.Angles(math.rad(90), math.rad(25), math.rad(140)), 25, true) wait(0.4) GunG.MagOut:Play() _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(-0.7, -1.75, -1.75) *CFrame.Angles(math.rad(90), math.rad(-25), math.rad(140)), 25, true) _G.Animate.tweenWeld(Gun.MagWeld, 0, CFrame.new(0, -2, 0) *CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 30, true) wait(0.3) Gun.Parent.Mag.Transparency = 1 _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(-0.7, -1.75, -1.75) *CFrame.Angles(math.rad(90), math.rad(-25), math.rad(180)), 25, true) wait(0.2) Gun.Rustle:Play() wait(0.8) Gun.Rustle:Stop() _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(-0.7, -1.75, -1.75) *CFrame.Angles(math.rad(90), math.rad(-25), math.rad(140)), 25, true) wait(0.1) Gun.Parent.Mag.Transparency = 0 wait(0.4) GunG.MagIn:Play() _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(-0.7, -1.75, -1.75) *CFrame.Angles(math.rad(90), math.rad(25), math.rad(140)), 25, true) _G.Animate.tweenWeld(Gun.MagWeld, 0, CFrame.new(0, 0, 0) *CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 28, true) wait(0.45) _G.Animate.tweenWeld(GunWeld, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 20, true) _G.Animate.tweenWeld(GunWeldG, 0, CFrame.new(1, -0.5, -1.4) *CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 15, true) _G.Animate.tweenWeld(LeftArmWeld, 0, CFrame.new(0, -1.5, -0.75) *CFrame.Angles(math.rad(90), math.rad(25), math.rad(110)), 20, true) Reloading = false MagAmmo.Value = MagAmmo.Value + Ammo.Value MagDisplay.Text = ""..Mags.Value.."" end end Mouse.KeyDown:connect(Reload) end
On line 110 or 187, you're looking for an instance "BodyPart" inside some model, which doesn't exist/isn't created yet.