I do get the error: 22:07:30.264 - Players.rangblade.PlayerGui.MainGui.LocalScript:248: bad argument #3 to 'Image' (string expected, got nil)
That happend on this line: i.ImageLabel.Image = iteminfo.image
The funtion connected this line: drawGUI(armourTextButtons)
Any one has any idea how to fix this?
And a Happy New Year!
i.ImageLabel.Image = iteminfo.Image --uppercase i
Thats the whole code block. Errors on Line 248 but also points to 270, 125
spawn(function() --Spawn male or female clothing chosen on start local iteminfo = require(armourFrame:WaitForChild("Frame"):WaitForChild("Legs"):WaitForChild("ItemInfo")) local info = require(findItem("Underwear")) iteminfo.TransferData(info.GetData()) (--Line125 --) armourEquip(iteminfo.GetData()) drawGUI(armourTextButtons) end) --// Functions function returnVector(position, pos) -- Return a fixed position return Vector3.new(position.X,pos,position.Z) end function findItem(name) --Find Item in _assets for _, i in pairs(_assets:GetChildren()) do if i.Name == name then return i:WaitForChild("ItemInfo", 1) end end end function checkAssetsList(model) -- Check n returns info for _, i in pairs(tooltip) do for n, s in pairs(i.names) do if s == model.Name then return {true, i.names[n], i.tooltip, i.equipedItem, i.category} end end end return {false, "", "", ""} end function checkWhiteList(iteminfo) -- [iteminfo]module] for _, i in pairs(iteminfo.whiteList) do if i == iteminfo.name then return true end end return false end function checkWater(customRegion) -- Check custom region if cell is water local region = customRegion region = region:ExpandToGrid(4) --ExpandToGrid doesnt exist in output local material, occupancy = game.Workspace.Terrain:ReadVoxels(region, 4) --and here argument 1 is nil local size = material.Size for x = 1, size.X do for y = 1, size.Y do for z = 1, size.Z do if material[x][y][z] == Enum.Material.Water then return true end end end end return false end function CreateRegion3FromLocAndSize(Position, Size) local SizeOffset = Size/2 local Point1 = Position - SizeOffset local Point2 = Position + SizeOffset return Region3.new(Point1, Point2) end function isFull(item) --Variables local slots = 0 --Check if inventory is not full for _, i in pairs(inventoryTextButtons) do if i:IsA("TextButton") then local iteminfo = require(i:WaitForChild("ItemInfo")).GetData() if iteminfo.id == item.id and iteminfo.stackAble and iteminfo.stack < iteminfo.maxStack then return true end if iteminfo.id ~= 0 then slots = slots + 1 end end end if slots >= maxSlots then return false else return true end end function AnimationPlaying(anim) -- Repeat wait() until anim timePosition is reach to the anim length playing = true repeat wait() until anim.TimePosition >= anim.Length playing = false end function weld(name, part0, part1, c0, c1) -- Create Welds local w = Instance.new("Weld", part0) w.Name = name w.Part0 = part0 w.Part1 = part1 w.C0 = c0 w.C1 = c1 return w end function effectDurability(iteminfo, count, multiplyer) --Effect item durability if iteminfo and iteminfo.durabilityActive and iteminfo.durability >= 0 then iteminfo.textButton["Durability"].Visible = true iteminfo.durability = iteminfo.durability - count iteminfo.textButton["Durability"].Size = UDim2.new(0,(iteminfo.durability/100)*55,0,3) else print("Destory.."..iteminfo.name) end end function drawGUI(inventory) --Draw Images n Stack for _, i in pairs(inventory) do if i:IsA("TextButton") then local iteminfo = require(i:WaitForChild("ItemInfo")).GetData() if iteminfo.id ~= 0 then (-- Line 248 --) i.ImageLabel.Image = iteminfo.Image --uppercase i iteminfo.textButton = i -- just update that button every time it updates gui if iteminfo.stackAble and i:FindFirstChild("Stack") then if iteminfo.stack > 1 then i.Stack.Text = iteminfo.stack else i.Stack.Text = "" end elseif not iteminfo.stackAble and i:FindFirstChild("Stack") then i.Stack.Text = "" end else i.ImageLabel.Image = "" if i:FindFirstChild("Stack") then i:FindFirstChild("Stack").Text = "" end end end end end function drawAll() --Draw all GUI drawGUI(inventoryTextButtons) (-- Line270 --) drawGUI(armourTextButtons) drawGUI({hotBarTextButtons[1].TextButton,hotBarTextButtons[2].TextButton,hotBarTextButtons[3].TextButton}) end