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Why can't I call this function?

Asked by 10 years ago

For some reason I can not call w()

I am trying to call w() at line 79

w() Creates the 3D object local part. At line 66 it does a pcall and goes to the pages named in info at line 3 Then a few lines down it waits five seconds tweens back in the page. Then it opens back up the menu, however it does not make the 3D object...

w() should create that object.

Is it because I can't call coroutine twice? If so what should I do?


I just took a look at my code, if you notice at line 51 it sets it up and does rotation.

Should I just make that a function and apply it to line 79?

My script

wait()
local handler = require(script.Parent:WaitForChild("Module3D"))
local info = {{game.Lighting.Tools.Cube,"Play"};{game.Lighting.Tools.Coin,"Statistics"};{game.Lighting.Tools.Hat,"Catalog"};{game.Lighting.Tools.Wrench,"Options"}} --Add more info here!
moe = info[1]
model = moe[1]
current = 1
local frame = script.Parent.Holder.ItemFrame --Item Location
activeModel = handler:Attach3D(frame,model)
last = model
local Confirm = script.Parent.Holder.Confirm

w = coroutine.wrap(
    function()
        while wait() do
            if script.Parent.Parent.Parent.Character:WaitForChild("Humanoid").Health <=0 then
                activeModel:End()
            end
            if model ~= last then
            activeModel:End()
            activeModel = handler:Attach3D(frame,model)
            script.Parent.Holder.ItemName.Text = moe[2]
            game:GetService("RunService").RenderStepped:connect(function() -- 60 FPS
            local fullRotation = math.pi*2 --360 degrees in radians
            local currentRotation = tick()%fullRotation
             activeModel:SetActive(true)
            activeModel:SetCFrame(CFrame.Angles(0,currentRotation,0))
            end)
            last = model
            end
        model = moe[1]
        end
    end
)

w()


script.Parent.Holder.Next.MouseButton1Click:connect(function()
    if current < #info then
    current = current+1
    moe = info[current]
    else
    current = 1
    moe = info[current]
    end
end)

script.Parent.Holder.Back.MouseButton1Click:connect(function()
    if current == 1 then
    current = #info
    moe = info[current]
    else
    current = current - 1
    moe = info[current]
    end
end)

--Rotate! :D
game:GetService("RunService").RenderStepped:connect(function() -- 60 FPS
   local fullRotation = math.pi*2 --360 degrees in radians
   local currentRotation = tick()%fullRotation
   activeModel:SetActive(true)
   activeModel:SetCFrame(CFrame.Angles(0,currentRotation,0))
end)

--Confirms the selection
Confirm.MouseButton1Down:connect(function()
--Do checking for what is selected. 
    script.Parent.Holder.Visible = false
    activeModel:End()

    if not pcall(function()script.Parent[moe[2]].Visible = true  
        script.Parent[moe[2]]:TweenPosition(UDim2.new(0.167, 0, 0.347, 0), "Out",  "Quad", 1, "false")
        wait(5) 
        script.Parent[moe[2]]:TweenPosition(UDim2.new(-0.666, 0, 0.347, 0), "In",  "Quad", 1, "false") 
        wait(1)
        script.Parent[moe[2]].Visible = false 
        script.Parent.Holder.Visible = true
        w() --Why can't I call you!? Why are you nil? o.o
        end) then else end

end)





--Check if player has died
script.Parent.Parent.Parent.Character:WaitForChild("Humanoid").Died:connect(function() --Thank you SamuelKingx
     activeModel:End() 
end)

0
code block please Tempestatem 884 — 10y
0
Where? IntellectualBeing 430 — 10y

1 answer

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Answered by
BlueTaslem 18071 Moderation Voter Administrator Community Moderator Super Administrator
10 years ago

A single coroutine cannot be resumed twice.

Instead, define your w (I strongly recommend a better name) as another wrapper function, like this:

function makeObject()
    coroutine.wrap( funct...
    ...end)();
end

This will create a new coroutine each time you call it, and run (resume) it.

0
This makes much more sense. Thank you! IntellectualBeing 430 — 9y
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