Its returning, attempt to require with invalid arguments...

Too Keep in mind, this worked in another copy of a game. i have one place for testing, and one for usage by players. Now for some reason, My whole framework, and filtering enabled script broke. And quite litterly went haywire. I have one script that consisted of the following:

messages = {
"Shoot Glass To Break it",
"Double Tap R to Quick Reload", 
"I can't think of anything" 
}
coroutine.resume(coroutine.create(function() 
 while wait(1) do
  for i = 1,#messages do
   wait(60)
   game.ReplicatedStorage.Filtering.NewChat:FireAllClients(messages[i],Color3.fromRGB(0,255,255))
   print('Printed Message')
  end
 end
end))

For some reason it printed, and repeated to print whenever a player joined the game, "Welcome!".

I deleted this line after scanning 4000 + lines for the word welcome, or atleast wel and nothing showed, Roblox seems buggy.

The data module is called data... Within it is a array (table) being saved as the name data so Data.Data gets you to the array.

The module is stored in a folder named PlayerResources, within the player, and is further put into each player gui.

Filtering enabled is used and Remote Events are used aswell.

Server Script Portion;

script.ReturnData.OnServerEvent:connect(function(Player,Data) 
	ds1:SetAsync(Player.UserId,require(Data).Data)
end)

Player script portion;

game.ReplicatedStorage.Filtering.RequestData.OnClientEvent:connect(function() 
	game.Workspace.FEDeploy.ReturnData:FireServer(game.Players.LocalPlayer.PlayerGui.PlayerResources.Data)
end)

4 comments

0

Is Data a ModuleScript?

0

Yes, Data itself, aka the first one is a module script, within it is a table array called data.

0

Weird - I don't see any problems..

0

Found the problem, inside the module script it is suppose to say the module's name, then the content's, aka data.kills, data.deaths,data.data. Didn't have that there :) Thanks though lol