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How do I fix my tool (Gun) so when equipped it actually shows in my hand?

Asked by 2 years ago

So ive inserted a gun modeled from blender, put a handle part into the tool, and scripted with filtering enabled, yet when I try to equip the tool it simply does not show.

Note I also got a error:

Players.GoodkidMad.Backpack.m1911.Scripts.Main:25: attempt to index local 'mouse' (a nil value)

-- Variables

local tool = script.Parent.Parent
local hole = tool.barrel
local handle = tool.Handle
local debounce = true
local config = tool.Config
local ammo = config.Ammo
local maxammo = config.MaxAmmo
local dmg = config.Damage
local allowtrace = config.AllowTracing
local clips = config.Clips
local range = config.Range
local plr = game:GetService("Players").LocalPlayer
local cooldown = config.CoolDown

-- Events

tool.Equipped:Connect(function(mouse)
    tool.Activated:Connect(function(mouse)
        if debounce then
            -- Doesnt Allow Spam
            debounce = false
            -- Ray Get, & Set
            mouse.Button1Down:connect(function()
            local ray = Ray.new(hole.CFrame.p (mouse.hit.p - hole.CFrame.p) * range.Value)
            local hit, position = workspace:FindPartOnRay(ray, plr.Character, false, true)

            if allowtrace.Value == true then
                -- Make part
                local trace = Instance.new("Part", workspace)
                trace.Material = Enum.Material.Plastic
                trace.BrickColor = BrickColor.new("Really black")
                trace.CanCollide = false
                trace.Anchored = true
                trace.Locked = true
                trace.Transparency = 0.2

                -- Show Direction
                local distance = (hole.CFrame.p - position).magnitude
                trace.Size = Vector3.new(0.22, 0.1, distance)
                trace.CFrame = CFrame.new(hole.CFrame.p, position) * CFrame.new(0, 0, -distance/2)

                -- Remove Debris
                game:GetService("Debris"):AddItem(trace, 0.1)


            end
            -- Hit Detection
            if hit then
                local humanoid = hit.Parent:FindFirstChild("Humanoid")
                if humanoid then
                    -- Double Damage Headshots
                    if hit.Name == "Head" then
                        humanoid:TakeDamage(dmg.Value*2)
                    else
                        -- Regular Damage bodyshots
                        humanoid:TakeDamage(dmg.Value)
                    end
            end
            end
            wait(cooldown)
            debounce = false
            end)
            end
    end)
end)

Would greatly appreciate a response.

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Also what is the issue with mouse being a nil value? Ive tried to script another weapon I loaded in from blender (Ak-47) but it always ends up being an issue of the tool not being able to be equipped or a mouse nil error? Any way to get around this and any tips would be much appreciatied. GoodkidMad 14 — 2y

2 answers

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Answered by
royaltoe 5144 Moderation Voter Community Moderator
2 years ago
Edited 2 years ago

First things first - you have your button1down event which will create a new event on top of all the other times you equipped it. Your activated function will be fine instead since it fires every time a player clicks with the tool open.

I think your script is erroring saying mouse is nil because there are two mouse variables and the mouse variable that the script is referring to is the activated's mouse variable. Activated doesn't have a mouse parameter I think. Either way, you can get the mouse using Player:GetMouse() since this is a local script.

About your gun not showing, try without any scripts at all. Maybe it's not welded properly (if it's not a mesh in your handle this might be the case)

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when a new variable is made, if one exists with the same name then the new one would replace the other var in the higher scope (just for the current scope only though). GGRBXLuaGG 417 — 2y
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the first time he named a var mouse, it was an actual mouse but now it's nil because, as you said Activated doesn't give mouse GGRBXLuaGG 417 — 2y
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my mistake. read that completely wrong lol GGRBXLuaGG 417 — 2y
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??????? yes, it happens royaltoe 5144 — 2y
View all comments (16 more)
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I removed the button1down function. When i declare the mouse as a variable (local mouse = game.Players:GetMouse()) I get the error that GetMouse isnt a valid member of Players. Also does anyone have an answer or similar issue for the tool not actually being in your hand on equip? The handle part is a regular part as the rest of the gun is made of meshes if that information helps. GoodkidMad 14 — 2y
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sorry, I wasn't specific enough: game.Players.LocalPlayer:GetMouse() royaltoe 5144 — 2y
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You need to name the handle 'Handle' specifically. I can take a look at the actual model to see why it's not showing up if you'd like. royaltoe 5144 — 2y
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I didnt make a weld script :p, I just created a quick one and the gun shows up now, Im going to try with the mouse issue and get right back to you! GoodkidMad 14 — 2y
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Ok so I just tried the code still gives me an error: Players.GoodkidMad.Backpack.m1911.Scripts.Main:25: attempt to index local 'mouse' (a nil value) --- I dont think Rblx understands (mouse) anymore since filtering enabled is mandatory Im wondering how im going to get the mouse at this point. GoodkidMad 14 — 2y
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is mouse capitalized? royaltoe 5144 — 2y
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Now it isnt giving me a mouse issue its giving me a new error code: Trying to call method on object of type: `Vector3` with incorrect arguments. GoodkidMad 14 — 2y
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If you would like I can make it a model & you can take a look for yourself? GoodkidMad 14 — 2y
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yeah please do royaltoe 5144 — 2y
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Let's also see the line that's erroing. royaltoe 5144 — 2y
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The model: https://www.roblox.com/library/3852157765/M1911 ///// As far as which line the error code brings me to? Line 25 where i define the arguments of the new Ray. GoodkidMad 14 — 2y
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Youn need a comma between the two arguments on that line. Should look something like this: ///////////////////////local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - toolHandle.CFrame.p).unit * 300) royaltoe 5144 — 2y
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want to talk in site chat or on sh discord? royaltoe 5144 — 2y
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Yea whats your discord? GoodkidMad 14 — 2y
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join sh discord, and i'll be there @iucyy royaltoe 5144 — 2y
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pls mark as answered royaltoe 5144 — 2y
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Answered by 2 years ago

Turns out I needed to weld the guns parts, as far as the gun shooting (raycast) I had to change the debounce, to canShoot and change the true & false around. Also make sure when your using the (mouse) term you define!

local mouse = game.Players.LocalPlayer:GetMouse()

Full code look like this now:

-- Variables

local tool = script.Parent.Parent
local hole = tool.barrel
local handle = tool.Handle
local canShoot = true
local config = tool.Config
local ammo = config.Ammo
local maxammo = config.MaxAmmo
local dmg = config.Damage
local allowtrace = config.AllowTracing
local clips = config.Clips
local range = config.Range
local plr = game:GetService("Players").LocalPlayer
local cooldown = config.CoolDown
local mouse = game.Players.LocalPlayer:GetMouse()
-- Events

tool.Equipped:Connect(function(mouse)
    tool.Activated:Connect(function()
        if canShoot then
            -- Doesnt Allow Spam
            canShoot = false
            -- Ray Get, & Set
            local ray = Ray.new(hole.CFrame.p, (mouse.hit.p - hole.CFrame.p) * range.Value)
            local hit, position = workspace:FindPartOnRay(ray, plr.Character, false, true)

            if allowtrace.Value == true then
                -- Make part
                local trace = Instance.new("Part", workspace)
                trace.Material = Enum.Material.Plastic
                trace.BrickColor = BrickColor.new("Really black")
                trace.CanCollide = false
                trace.Anchored = true
                trace.Locked = true
                trace.Transparency = 0.2

                -- Show Direction
                local distance = (hole.CFrame.p - position).magnitude
                trace.Size = Vector3.new(0.22, 0.1, distance)
                trace.CFrame = CFrame.new(hole.CFrame.p, position) * CFrame.new(0, 0, -distance/2)

                -- Remove Debris
                game:GetService("Debris"):AddItem(trace, 0.1)


            end
            -- Hit Detection
            if hit then
                local humanoid = hit.Parent:FindFirstChild("Humanoid")
                if humanoid then
                    -- Double Damage Headshots
                    if hit.Name == "Head" then
                        print("Headshot")
                        humanoid:TakeDamage(dmg.Value*2)
                    else
                        -- Regular Damage bodyshots
                        print("Bodyshot")
                        humanoid:TakeDamage(dmg.Value)
                    end
            end
            end
            wait(cooldown)
            canShoot = true
            end
    end)
end)

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