Basically, I have a script with a function in it, and the function has a value that is nil until a RemoteFunction is called and overrides that value. Roblox returns an error on a line of code within that function because the mentioned value is nil before you even run that function and breaks it. Is there a way to stop Roblox from returning an error and breaking the script?
UPDATE Fixed it, thanks to this post
https://scriptinghelpers.org/questions/35839/fe-how-would-i-replicate-mousehitp-to-the-server
Code:
Server Script
local function Eqiop(player) if debounce then return end if equip then MouseHit = ReplicatedStorage.Equip:InvokeClient(player) --etc.. g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,MouseHit),.1)
LocalScript
function MouseInfo() return mouse.Hit.p end ReplicatedStorage.Equip.OnClientInvoke = MouseInfo()
Roblox Error
Workspace.wentman.Script:395: bad argument #2 to 'new' (Vector3 expected, got nil)
UPDATE== Removing line 395 returns another error,
MouseHit = ReplicatedStorage.Equip:InvokeClient(player)
Trying to call method on object of type: Vector3
with incorrect arguments.